1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326 1327 1328 1329 1330 1331 1332 1333 1334 1335 1336 1337 1338 1339 1340 1341 1342 1343 1344
|
<html>
<head>
<title>Builder Port Object Attributes</title>
</head>
<!--COLOR-->
<BODY BGCOLOR="#668699" TEXT="#000000"
LINK="#1D4B99" VLINK="#99038F"
BACKGROUND="brick041gif7.gif">
<!--HEAD-->
<h1><center>Builder Port Object Attributes</center></h1>
<br><br><br>
<!--BODY-->
<b>Index </b>
<br><br>
<A HREF="attributes.html#inputtypes"> 1. Input Types </A><br>
<A HREF="attributes.html#common"> 2. Common Attributes </A><br>
<A HREF="attributes.html#books"> 3. Books </A><br>
<A HREF="attributes.html#doors"> 4. Doors </A><br>
<A HREF="attributes.html#keys"> 5. Keys </A><br>
<A HREF="attributes.html#locations"> 6. Locations </A><br>
<A HREF="attributes.html#markers"> 7. Markers </A><br>
<A HREF="attributes.html#moveables"> 8. Moveables </A><br>
<A HREF="attributes.html#mergers"> 9. Mergers </A><br>
<A HREF="attributes.html#mobiles"> 10. Mobiles </A><br>
<A HREF="attributes.html#money"> 11. Money </A><br>
<A HREF="attributes.html#food"> 12. Food </A><br>
<A HREF="attributes.html#weapons"> 13. Weapons </A><br>
<A HREF="attributes.html#wearables"> 14. Wearables </A><br>
<A HREF="attributes.html#boat"> 15. Boats </A><br>
<A HREF="attributes.html#rope"> 16. Ropes </A><br>
<A HREF="attributes.html#skill"> 17. Skills </A><br>
<A HREF="attributes.html#spell"> 18. Spells </A><br>
<A HREF="attributes.html#special"> 19. Specials </A><br>
<A HREF="attributes.html#quest"> 20. Quests </A><br>
<A HREF="attributes.html#action"> 21. Actions </A><br>
<A HREF="attributes.html#level"> 22. Levels </A><br>
<A HREF="attributes.html#races"> 23. Races </A><br>
<A HREF="attributes.html#text"> 24. Text </A><br>
<A HREF="attributes.html#bulletin"> 25. Bulletin Boards </A><br>
<A HREF="attributes.html#text"> 26. Inclinations </A><br>
<A HREF="attributes.html#talent"> 27. Talents </A><br>
<A HREF="attributes.html#chatline"> 28. Chatlines </A><br>
<br><br><br><br>
<A NAME="inputtypes"></A>
<br>
<h3>1. Input Types</h3>
<t> These are some standard input types that will be used in the
explanation of certain attributes.
<table>
<tr>
<A NAME="sd"></A>
<td valign="top"> Space delineated:
<td> Allows for defining multiple names in one string. For instance,
if you want to specify both multiple altnames on an object with the
title key, you would then do altnames = "rusty iron big" so that it
will respond to either "rusty", "iron", and "big" as well as the title
"key"
<tr>
<A NAME="slws"></A>
<td valign="top"> Single line with spaces:
<td> Used for the location title, it allows for spaces, but not more
than one line.
<tr>
<A NAME="ml"></A>
<td valign="top"> Multiple line:
<td> Used for descriptions and briefs mainly, it supports several lines.
<tr>
<A NAME="num"></A>
<td valign="top"> Numerical:
<td> as it states, a single number. Used for weight, size, speed, and others.
<tr>
<A NAME="ident"></A>
<td valign="top"> Identifier:
<td> a name of an object, either (name) or (name)@(area)
</table>
<br>
<A NAME="common"></A>
<br><br><br>
<h3>2. Common Attributes</h3>
Listed are some common attributes, their description, and how to modify
them.
<table>
<tr>
<td valign="top"> Name:
<td> Not settable except on creation (use rename to change)
<tr>
<td valign="top"> Title:
<td><A HREF="attributes.html#ident"> Identifier</A>, no area.
<tr> <td><td> Command: set title (titlestring)
<tr>
<td valign="top"> Altnames:
<td><A HREF="attributes.html#sd">Space delineated.</A> Alternate
names that this will respond to. If you have multiple
altnames, you separate each one by spaces. For example, a rusty iron
key could have altnames = "iron rusty" so it will respond to both rusty
and iron as well as the title "key"
<tr><td><td> Command: set altnames (altnamestring)
<tr>
<td valign="top"> Clones:
<td><A HREF="attributes.html#sd"> Space delineated</A>, in the format of
(objname)@(area) (number of),
... where (objname)@(area) defines the clone object in this location,
and (number of) is how many items to put here. number_of is required for
merger objects but not other objects. This works for all types of objects.
<tr><td><td> Command: set mergers (mergerstring)
<tr>
<td valign="top"> Guards:
<td><A HREF="attributes.html#sd"> Space delineated</A>, in the format of
(objname)@(area), this specifies a mobile or mobiles that guard this
object. So if you try to pick it up or close a door, they won't let you.
<tr><td><td> Command: set guards (mobilenames)
<tr>
<td valign="top"> Location:
<td><A HREF="attributes.html#ident"> Identifier</A>. If area is not
included, default is the area of this object
<tr><td><td> Command: set location (mudobjectname)@(area)
or set location (mudobjectname)
<tr>
<td valign="top"> Brief0:
<td><A HREF="attributes.html#ml">Multiple line</A>. The brief
description for a mudobject that appears
when the player types "look". Brief0 is the description used before
anyone picks it up for the first time. So if you want it to say "The
object lies on the table", then it will say that until the player gets
it. You want this since if they drop the object later, there may not be
a table around
<tr><td><td> Command: set brief0, then use editor.
<tr>
<td valign="top"> Brief1:
<td> Same as brief0, but after the object has been gotten already.
<tr><td><td> Command: set brief1, then use editor
<tr>
<td valign="top"> Description:
<td><A HREF="attributes.html#ident"> Multiple line </A>. A description
that is displayed when the mudobject is examined.
<tr><td><td> Command: set desc, then use editor
<tr>
<td valign="top"> Size:
<td><A HREF="attributes.html#num"> Numerical</A>. The size of the
object. One unit size is about 3-4 cm square. See
<A HREF="sizeweight.html"> size and weight tables</A> for more details.
<tr><td><td> Command: set size (number)
<tr>
<td valign="top"> Capacity:
<td><A HREF="attributes.html#num"> Numerical</A>. Will not show up
unless the container itemflag is set. It defines how much the container
can carry, in size.
<tr><td><td> Command: set capacity (number)
<tr>
<td valign="top"> Weight:
<td><A HREF="attributes.html#num"> Numerical</A>. The weight of an
object. One unit weight is about 10 grams. See
<A HREF="sizeweight.html"> size and weight tables</A> for more details.
<tr><td><td> Command: set weight (number)
<tr>
<td valign="top"> Itemflags: <td> The item flags, see
<A HREF="flags.html#itemflags"> flags </A> for more details
<tr><td><td> Command: set itemflag (flagname) (on|off)
<tr>
<td valign="top"> Specials:
<td><A HREF="attributes.html#sd"> Space Delineated</A>. Identifies a special
or multiple specials to attach to this object. The specials should be
identified as (specialname)@(area)
<tr><td><td> Command: set special (specialnames)
</table>
<br>
<A NAME="books"></A>
<br><br><br>
<h3>3. Books</h3>
<table>
<tr><td valign="top"> Name: <td> See Common Attributes
<tr><td valign="top"> Title: <td> See Common Attributes
<tr><td valign="top"> Altnames: <td> See Common Attributes
<tr><td valign="top"> Clones: <td> See Common Attributes
<tr><td valign="top"> Specials: <td> See Common Attributes
<tr><td valign="top"> Guards: <td> See Common Attributes
<tr><td valign="top"> Location: <td> See Common Attributes
<tr><td valign="top"> Brief0: <td> See Common Attributes
<tr><td valign="top"> Brief1: <td> See Common Attributes
<tr><td valign="top"> Description: <td> See Common Attributes
<tr><td valign="top"> Size: <td> See Common Attributes
<tr><td valign="top"> Weight: <td> See Common Attributes
<tr><td valign="top"> Subject:
<td> Identifier. The filename that the book will read from. You don't
need any extention, just the name. It will look in the book directory
and add the extension .book for you.
<tr><td><td> Command: set subject (bookname)
<tr><td valign="top"> Itemflags: <td> See Common Attributes
</table>
<br>
<A NAME="doors"></A>
<br><br><br>
<h3>4. Doors</h3>
<table>
<tr><td valign="top"> Name: <td> See Common Attributes
<tr><td valign="top"> Title: <td> See Common Attributes
<tr><td valign="top"> Altnames: <td> See Common Attributes
<tr><td valign="top"> Keynames:
<td> Space delineated. It indicates the keys that will lock and unlock
this door
<tr><td><td> Command: set keynames (keynames)
<tr><td valign="top"> Clones: <td> See Common Attributes
<tr><td valign="top"> Specials: <td> See Common Attributes
<tr><td valign="top"> Guards: <td> See Common Attributes
<tr>
<td valign="top"> Outsideloc:
<td> Same as common location, but indicates the outside location of this
door.
<tr><td><td> Command: set outsideloc (mudobjectname)@(area) or set outsideloc (mudobjectname)
<tr>
<td valign="top"> Outsidedesc:
<td> Same as common desc, but indicates the description seen when you
examine the door from the outside location
<tr><td><td> Command: set outsidedesc, then use editor.
<tr>
<td valign="top"> Outsidebrief(0-3):
<td> The brief description on the outside of the door, depending on the
state of the door. 0 = open, 1 = closed, 2 = locked, 3 = magically
locked.
<tr><td><td> Command: set outsidebrief (brief state number), then use editor
<tr>
<td valign="top"> Initialstate:
<td> Indicates how the door starts out. Options are open, closed,
locked, or mlocked.
<tr><td><td> Command: set initialstate (open|closed|locked|mlocked)
<tr>
<td valign="top"> Insideloc:
<td> Same as common location, but indicates the inside location of
this door.
<tr><td><td>Command: set insideloc (mudobjectname)@(area) or set insideloc (mudobjectname)
<tr>
<td valign="top"> Insidedesc:
<td> Same as common desc, but indicates the description seen when you
examine the door from the outside location
<tr><td><td> Command: set outsidedesc, then use editor.
<tr>
<td valign="top"> Insidebrief(0-3):
<td> The brief description on the inside of the door, depending on the
state of the door. 0 = open, 1 = closed, 2 = locked, 3 = magically
locked.
<tr><td><td> Command: set insidebrief (brief state number), then use editor
<tr><td valign="top"> Itemflags: <td> See Common Attributes
<tr>
<td valign="top"> Distance:
<td> Only appears if you have the RopeTie flag set. This states the min
length a rope must be to be long enough. If the rope is long enough,
the door will "open". If not, the door will not "open"
<tr><td><td> Command: set distance (number)
<tr>
<td valign="top"> RopeName:
<td> Only appears if you have the RopeTie flag set and the rope initialstate
is set to "Open". This is where you define the rope name that will be tied
to this door on loading of the zone.
<tr><td><td> Command: set ropename (ropename)@(area)
</table>
<br>
<A NAME="keys"></A>
<br><br><br>
<h3>5. Keys</h3>
<table>
<tr><td valign="top"> Name: <td> See Common Attributes
<tr><td valign="top"> Title: <td> See Common Attributes
<tr><td valign="top"> Altnames: <td> See Common Attributes
<tr><td valign="top"> Clones: <td> See Common Attributes
<tr><td valign="top"> Specials: <td> See Common Attributes
<tr><td valign="top"> Guards: <td> See Common Attributes
<tr><td valign="top"> Location: <td> See Common Attributes
<tr><td valign="top"> Brief0: <td> See Common Attributes
<tr><td valign="top"> Brief1: <td> See Common Attributes
<tr><td valign="top"> Description: <td> See Common Attributes
<tr><td valign="top"> Size: <td> See Common Attributes
<tr><td valign="top"> Weight: <td> See Common Attributes
<tr><td valign="top"> Itemflags: <td> See Common Attributes
</table>
<br>
<A NAME="locations"></A>
<br><br><br>
<h3>6. Locations</h3>
<table>
<tr><td valign="top"> Name: <td> See Common Attributes
<tr><td valign="top"> Title: <td> Single line with spaces, ex. "South Shenin
Road"
<tr><td valign="top"> Clones: <td> See Common Attributes
<tr><td valign="top"> Specials: <td> See Common Attributes
<tr><td valign="top"> Subareas:
<td> A sub-area is like an area in an area. It provides a way for you to
mark all locations in an inn with the subarea "inn". Mobiles can be set
to only travel in certain subareas, so you can prevent beggars from
entering buildings and the like.
<tr><td><td> Command: set subarea (subareaname)
<tr><td valign="top"> Listen:
<td> The text that is displayed to the player when they listen in the
particular location.
<tr><td><td> Command: set listen, then use editor
<tr><td valign="top"> Smell:
<td> The text that is displayed to the player when they smell in the
particular location.
<tr><td><td> Command: set smell, then use editor
<tr><td valign="top"> Desc: <td> See Common Attributes
<tr><td valign="top"> Desc1: <td> Used when certain flags are set. For
instance, if the seasonal flag is set, this will be the description
for the winter season.
<tr><td><td> Command: set desc1, then use editor
<tr><td valign="top"> Desc2: <td> Used when certain flags are set. For
instance, if the seasonal flag is set, this will be the description
for the summer season.
<tr><td><td> Command: set desc2, then use editor
<tr><td valign="top"> Desc3: <td> Used when certain flags are set.
<tr><td><td> Command: set desc3, then use editor
<tr><td valign="top"> Exits (n, s, e, w, u, d, ne, nw, se, sw):
<td> Identifier. Sets the exits from this location to another
locationname.
<tr><td><td> (valid exits): north, south, east, west, up, down, northeast, northwest, southeast, southwest
<tr><td><td> Command: set (valid exit) (locname)@(area)
or set (valid exit) (locname)
<tr><td valign="top"> Extradir: <td> Space delineated. Provides the means
to supply exits other than the cardinal direction. This could be used to
provide an exit into a hole in the tree where the player types "go hole".
By putting a * in front of the exit name, it hides the exit from showing
up in "exits" or "autoexits".
<tr><td><td> Command: set extradir [*](exitname) (locname)@(area) [*](exitname) (locname)@(area) ....
<tr><td valign="top"> RoomSize: <td> The size of the room across. This
indicates the distance a player will need to travel when traversing this
room. It influences the amount of endurance used up by travelling
<tr><td><td> Command: set roomsize (number)
<tr><td valign="top"> Terrain: <td> The type of terrain this room is made
up of. This could be anything from plains to rugged mountains. It
influences how much endurance is required to traverse the room.
<tr><td><td> Command: set terrain (<A HREF="terrain.html">terraintype</A>)
<tr><td valign="top"> Lighting: <td> The type of lighting that exists
during the day in this room. It influences how well some can see in the
location.
<tr><td><td> Command: set lighting (<A HREF="lighting.html">lightingtype</A>)
<tr><td valign="top"> Locflags: <td> Used to set attributes for this
location. For more information, see <A HREF="flags.html#locflags"> flags
</A> for more details
</table>
<br>
<A NAME="markers"></A>
<br><br><br>
<h3>7. Markers</h3>
<table>
<tr><td valign="top"> Name: <td> See Common Attributes
<tr><td valign="top"> Title: <td> See Common Attributes
<tr><td valign="top"> Altnames: <td> See Common Attributes
<tr><td valign="top"> Clones: <td> See Common Attributes
<tr><td valign="top"> Specials: <td> See Common Attributes
<tr><td valign="top"> Guards: <td> See Common Attributes
<tr><td valign="top"> Location: <td> See Common Attributes
<tr><td valign="top"> Capacity: <td> See Common Attributes
<tr><td valign="top"> Description: <td> See Common Attributes
</table>
<br>
<A NAME="moveables"></A>
<br><br><br>
<h3>8. Moveables</h3>
<table>
<tr><td valign="top"> Name: <td> See Common Attributes
<tr><td valign="top"> Title: <td> See Common Attributes
<tr><td valign="top"> Altnames: <td> See Common Attributes
<tr><td valign="top"> Clones: <td> See Common Attributes
<tr><td valign="top"> Specials: <td> See Common Attributes
<tr><td valign="top"> Guards: <td> See Common Attributes
<tr><td valign="top"> Location: <td> See Common Attributes
<tr><td valign="top"> Brief0: <td> See Common Attributes
<tr><td valign="top"> Brief1: <td> See Common Attributes
<tr><td valign="top"> Description: <td> See Common Attributes
<tr><td valign="top"> Size: <td> See Common Attributes
<tr><td valign="top"> Weight: <td> See Common Attributes
<tr><td valign="top"> Itemflags: <td> See Common Attributes
</table>
<br>
<A NAME="mergers"></A>
<br><br><br>
<h3>9. Mergers</h3>
<table>
<tr><td valign="top"> Name: <td> See Common Attributes
<tr><td valign="top"> Title: <td> See Common Attributes
<tr><td valign="top"> Altnames: <td> See Common Attributes
<tr><td valign="top"> Specials: <td> See Common Attributes
<tr><td valign="top"> Guards: <td> See Common Attributes
<tr><td valign="top"> Location: <td> Not settable, it will automatically set to the hardcoded holding location
<tr><td valign="top"> Brief0: <td> See Common Attributes
<tr><td valign="top"> Brief1: <td> See Common Attributes
<tr><td valign="top"> Description: <td> See Common Attributes
<tr><td valign="top"> Size: <td> See Common Attributes
<tr><td valign="top"> Weight: <td> See Common Attributes
<tr><td valign="top"> Itemflags: <td> See Common Attributes
</table>
<br>
<A NAME="mobiles"></A>
<br><br><br>
<h3>10. Mobiles</h3>
<table>
<tr><td valign="top"> Name: <td> See Common Attributes
<tr><td valign="top"> Title: <td> See Common Attributes
<tr><td valign="top"> Location: <td> See Common Attributes
<tr><td valign="top"> Altnames: <td> See Common Attributes
<tr><td valign="top"> Clones: <td> See Common Attributes
<tr><td valign="top"> Specials: <td> See Common Attributes
<tr><td valign="top"> Subareas: <td> Defines which subareas this mobile can walk into.
You can use this to limit the roaming capabilities of a mobile. If left blank, the
mobile can roam anywhere (except into a room marked NoMobile). Space delineated, you
can add as many as you want.
<tr><td><td> Command: set subareas (subareas)
<tr><td valign="top"> BareWeapon: <td> This is a way to specify what the mobile
attacks with if they have no weapon. If left blank, the default is bare fists. You
would not, however, want a dragon attacking with bare fists as they don't really have
fists. You would want to set 'claws' here instead so it says "The dragon hits you
hard with his claws'.
<tr><td><td> Command: set bareweapon (string)
<tr><td valign="top"> Wield: <td> This is where you define the weapon that the mobile
will start out wielding. If the weapon is already in the mobile's inventory, it will
just wield it. If not, it will clone it first and then wield it.
<tr><td><td> Command: set wield (left|right) (weaponname@area)
<tr><td valign="top"> Wear: <td> This is where you define what the mobile will be
wearing. As with wield, if it is not in the mobile's inventory already, it will
clone it and then wear it. You can put several, so it is space-delineated
<tr><td><td> Command: set wear (name@area) (name@area) ....
<tr><td valign="top"> Brief: <td> Like brief1 in Common Attributes, but mobiles only
have one brief that does not change.
<tr><td><td> Command: set brief, then use editor
<tr><td valign="top"> Speed: <td> Numerical. The percentage chance, from
0-100, that
each second the mobile will move. The higher the number, the faster the
mobile will move around. Using 100 is generally not recommended, as the
mobile will tear around the mud a little too fast.
<tr><td><td> Command: set speed (number)
<tr><td valign="top"> Aggression: <td> Numerical. The percent chance thatin a given second, the mobile will attack a player or mobile in the room.
(You can set what it will attack using the <A HREF="flags.html#indflags">
indflags</A>.
<tr><td><td> Command: set aggression (number)
<tr><td valign="top"> Strength: <td> Numerical. This indicates the strength
of the mobile (and how hard they will hit when bare-handed). The damage
done is 1/4 the strength you give the mobile. It also indicates how well
they wield a certain weapon, so ensure your strength matches the depstr
attribute on the weapon. </A>.
<tr><td><td> Command: set strength (number)
<tr><td valign="top"> Dexterity: <td> Numerical. This indicates the dexterity
of the mobile (and how hard they will hit when bare-handed). It influences how well
they wield a certain weapon, so ensure your dexterity matches the depdex
attribute on the weapon. </A>.
<tr><td><td> Command: set dexterity (number)
<tr><td valign="top"> Intel: <td> Numerical. This indicates the intelligence
of the mobile. </A>.
<tr><td><td> Command: set intel (number)
<tr><td valign="top"> Wisdom: <td> Numerical. This indicates the wisdom
of the mobile.
<tr><td><td> Command: set wisdom (number)
<tr><td valign="top"> Charisma: <td> Numerical. This indicates the charisma
of the mobile.
<tr><td><td> Command: set charisma (number)
<tr><td valign="top"> Wimpy: <td> This value sets the health that the mobile
will flee at. Setting this to 0 will make the mobile fight to the death.
<tr><td><td> Command: set wimpy (number)
<tr><td valign="top"> MaxMagic: <td> The max magical power this mobile can
have.
<tr><td><td> Command: set wimpy (number)
<tr><td valign="top"> MaxEndur: <td> The max endurance this mobile can
have.
<tr><td><td> Command: set wimpy (number)
<tr><td> Description: <td> See Common Attributes
<tr><td valign="top"> Indflags: <td> The individual flags, see
<A HREF="flags.html#indflags"> flags </A> for more details
<tr><td><td> Command: set indflag (flagname) (on|off)
<br><br><br>
<tr><td valign="top"> ShopName: <td> This is set on shop creation (accomplished
by typing "new shop (shopname)" and can have spaces in the name. It can't be changed
once the shop is created.
<tr><td><td> Command: none
<tr><td valign="top"> Currency: <td> This is the object that will act as the
default currency for this shop. The shopkeeper will list all his/her prices in
terms of this money object.
<tr><td><td> Command: set currency (moneyname)@(area)
<br><br><br>
<tr><td> Shop item:
<tr><td valign="top"> Alias: <td> This is what the object will be referred to by the
shopkeeper. It can only be set on creation of this item by typing "new item (alias)".
<tr><td><td> Command: none
<tr><td valign="top"> ItemName: <td> This is the actual object that this item refers
to. It is what will be cloned when a player buys the item.
<tr><td><td> Command: set itemname (alias) (name)@(area)
<tr><td valign="top"> Value: <td> This is the price index that indicates the cost of
this item (not the number of currency, but the price index).
<tr><td><td> Command: set value (alias) (number)
<tr><td valign="top"> NumberOf: <td> This is the number of this item that will be
available for sale. If you want the shopkeeper to only sell 1 of a particular sword
each zone reset, set this to 1. However, if anyone sells that sword to the shopkeeper,
this number will go up by 1. For an unlimited amount, set this to 9999.
<tr><td><td> Command: set numberof (alias) (number)
<tr><td valign="top"> ItemDesc: <td> This is how the shopkeeper will describe this
object when the player asks about buying it.
<tr><td><td> Command: set itemdesc (alias), then use editor
</table>
<br>
<A NAME="money"></A>
<br><br><br>
<h3>11. Money</h3>
<table>
<tr><td valign="top"> Name: <td> See Common Attributes
<tr><td valign="top"> Title: <td> See Common Attributes
<tr><td valign="top"> Altnames: <td> See Common Attributes
<tr><td valign="top"> Specials: <td> See Common Attributes
<tr><td valign="top"> Guards: <td> See Common Attributes
<tr><td valign="top"> Location: <td> Not settable, it will automatically set to the hardcoded holding location
<tr><td valign="top"> Brief0: <td> See Common Attributes
<tr><td valign="top"> Brief1: <td> See Common Attributes
<tr><td valign="top"> Description: <td> See Common Attributes
<tr><td valign="top"> Size: <td> See Common Attributes
<tr><td valign="top"> Weight: <td> See Common Attributes
<tr><td valign="top"> Index:
<td> A numerical index that stands for the value of one item
of this object.
<tr><td><td> Command: set index (value)
<tr><td valign="top"> Itemflags: <td> See Common Attributes
</table>
<br>
<A NAME="food"></A>
<br><br><br>
<h3>12. Food</h3>
<table>
<tr><td valign="top"> Name: <td> See Common Attributes
<tr><td valign="top"> Title: <td> See Common Attributes
<tr><td valign="top"> Altnames: <td> See Common Attributes
<tr><td valign="top"> Specials: <td> See Common Attributes
<tr><td valign="top"> Guards: <td> See Common Attributes
<tr><td valign="top"> Location: <td> Not settable, it will
automatically set to the hardcoded holding location
<tr><td valign="top"> Brief0: <td> See Common Attributes
<tr><td valign="top"> Brief1: <td> See Common Attributes
<tr><td valign="top"> Description: <td> See Common Attributes
<tr><td valign="top"> Size: <td> See Common Attributes
<tr><td valign="top"> Weight: <td> See Common Attributes
<tr><td valign="top"> Energy:
<td> A numerical index from 0 to 10 that indicates how rich in
energy this food is. A player has a value from 0 to 10 that gradually
depletes as they play. When it is at 0, they are very hungry and things
they do will suffer.
<tr><td><td> Command: set energy (value)
<tr><td valign="top"> Itemflags: <td> See Common Attributes
</table>
<br>
<A NAME="weapons"></A>
<br><br><br>
<h3>13. Weapons</h3>
<table>
<tr><td valign="top"> Name: <td> See Common Attributes
<tr><td valign="top"> Title: <td> See Common Attributes
<tr><td valign="top"> Altnames: <td> See Common Attributes
<tr><td valign="top"> Clones: <td> See Common Attributes
<tr><td valign="top"> Guards: <td> See Common Attributes
<tr><td valign="top"> Location: <td> See Common Attributes
<tr><td valign="top"> Brief0: <td> See Common Attributes
<tr><td valign="top"> Brief1: <td> See Common Attributes
<tr><td valign="top"> Description: <td> See Common Attributes
<tr><td valign="top"> Size: <td> See Common Attributes
<tr><td valign="top"> Weight: <td> See Common Attributes
<tr><td valign="top"> Class:
<td> A string value indicating the class of the weapon. This is used
to provide for range weapons (bows, slingshots, etc) as well as provide
a means for players to become proficient in a certain weapon class.
<tr><td><td> Command: set class (string)
<tr><td valign="top"> Damage:
<td> A numerical value representing the maximum damage that this
weapon can cause given a direct hit on an opponent
<tr><td><td> Command: set damage (value)
<tr><td valign="top"> DepStr:
<td> A numerical value from 0 to 100 representing the dependancy of
this object on strength. See <A HREF="depdexlist.html"> Strength
and Dexterity Dependencies </A> for more details
<tr><td><td> Command: set depstr (value)
<tr><td valign="top"> DepDex:
<td> A numerical value from 0 to 100 representing the dependancy of
this object on dexterity. See <A HREF="depdexlist.html"> Strength
and Dexterity Dependencies </A> for more details
<tr><td><td> Command: set depstr (value)
<tr><td valign="top"> WieldType:
<td> The number of hands this weapon takes to wield it
<tr><td><td> Command: set wieldtype (OneHanded|TwoHanded)
<tr><td valign="top"> Itemflags: <td> See Common Attributes
</table>
<br>
<A NAME="wearables"></A>
<br><br><br>
<h3>14. Wearables</h3>
<table>
<tr><td valign="top"> Name: <td> See Common Attributes
<tr><td valign="top"> Title: <td> See Common Attributes
<tr><td valign="top"> Altnames: <td> See Common Attributes
<tr><td valign="top"> Clones: <td> See Common Attributes
<tr><td valign="top"> Guards: <td> See Common Attributes
<tr><td valign="top"> Specials: <td> See Common Attributes
<tr><td valign="top"> Location: <td> See Common Attributes
<tr><td valign="top"> Brief0: <td> See Common Attributes
<tr><td valign="top"> Brief1: <td> See Common Attributes
<tr><td valign="top"> Description: <td> See Common Attributes
<tr><td valign="top"> Size: <td> See Common Attributes
<tr><td valign="top"> Weight: <td> See Common Attributes
<tr><td valign="top"> Armor:
<td> A numerical value representing the amount of damage
that this armor will absorb
<tr><td><td> Command: set armor (value)
<tr><td valign="top"> Itemflags: <td> See Common Attributes
<tr><td valign="top"> Wearflags: <td> Flags for marking where the
item is worn, plus a few extra. See <A HREF="flags.html#wearflags">
flags </A> for more details.
<tr><td><td> Command: set wearflags (flagname) (on|off)
</table>
<br>
<A NAME="Boat"></A>
<br><br><br>
<h3>15. Boats</h3>
<table>
<tr><td valign="top"> Name: <td> See Common Attributes
<tr><td valign="top"> Title: <td> See Common Attributes
<tr><td valign="top"> Altnames: <td> See Common Attributes
<tr><td valign="top"> Clones: <td> See Common Attributes
<tr><td valign="top"> Guards: <td> See Common Attributes
<tr><td valign="top"> Specials: <td> See Common Attributes
<tr><td valign="top"> Location: <td> See Common Attributes
<tr><td valign="top"> Brief0
<td> The brief that will appear when the boat is on a shore
location.
<tr><td><td> Command: set brief0, then use editor
<tr><td valign="top"> Brief1
<td> The brief that will appear when the boat is on a
regular location
<tr><td><td> Command: set brief1, then use editor
<tr><td valign="top"> WaterBrief:
<td> The brief that will appear when the boat is on water.
<tr><td><td> Command: set waterbrief, then use editor
<tr><td valign="top"> Description: <td> See Common Attributes
<tr><td valign="top"> Size: <td> See Common Attributes
<tr><td valign="top"> Weight: <td> See Common Attributes
<tr><td valign="top"> MoveStr:
<td> The action that the player will perform to move around
while in the boat. Ex. if you put "paddles" here, it will
display "Bill paddles to the east.".
<tr><td><td> Command: set movestr (string)
<tr><td valign="top"> Itemflags: <td> See Common Attributes
</table>
<br>
<A NAME="rope"></A>
<br><br><br>
<h3>16. Ropes</h3>
<table>
<tr><td valign="top"> Name: <td> See Common Attributes
<tr><td valign="top"> Title: <td> See Common Attributes
<tr><td valign="top"> Altnames: <td> See Common Attributes
<tr><td valign="top"> Clones: <td> See Common Attributes
<tr><td valign="top"> Guards: <td> See Common Attributes
<tr><td valign="top"> Specials: <td> See Common Attributes
<tr><td valign="top"> Location: <td> See Common Attributes
<tr><td valign="top"> Brief0: <td> See Common Attributes
<tr><td valign="top"> Brief1: <td> See Common Attributes
<tr><td valign="top"> Description: <td> See Common Attributes
<tr><td valign="top"> Size: <td> See Common Attributes
<tr><td valign="top"> Weight: <td> See Common Attributes
<tr><td valign="top"> Length:
<td> A numerical value representing the length of the rope,
to determine if it is long enough to use in a rope door.
<tr><td><td> Command: set length (value)
<tr><td valign="top"> Itemflags: <td> See Common Attributes
</table>
<br>
<A NAME="skill"></A>
<br><br><br>
<h3>17. Skills</h3>
<table>
<tr><td valign="top"> Name: <td> See Common Attributes
<tr><td valign="top"> ActingRoom:
<td> The message that will appear when the user performs the
skill to the room they cast it in.
<tr><td><td> Command: set actingroom, then use editor
<tr><td valign="top"> ActingActor:
<td> The message that they will see when the user performs the
skill.
<tr><td><td> Command: set actingactor, then use editor
<tr><td valign="top"> ActingTarget:
<td> The message that the target of the skill will see when
the skill is performed. If no target exists, you can leave this blank.
<tr><td><td> Command: set actingtarget, then use editor
<tr><td valign="top"> SuccessRoom:
<td> The message that the bystanders in the room will see when
the skill has been successfully performed
<tr><td><td> Command: set successroom, then use editor
<tr><td valign="top"> SuccessActor:
<td> The message that the player performing the skill will see when
the skill has been successfully performed
<tr><td><td> Command: set successactor, then use editor
<tr><td valign="top"> SuccessTarget:
<td> The message that the target, if any, will see when the
skill has been successfully performed
<tr><td><td> Command: set successtarget, then use editor
<tr><td valign="top"> FailRoom:
<td> The message that the bystanders in the room will see when
the skill has failed
<tr><td><td> Command: set failroom, then use editor
<tr><td valign="top"> FailActor:
<td> The message that the performer of the skill will see when the
skill has failed
<tr><td><td> Command: set failactor, then use editor
<tr><td valign="top"> FailTarget:
<td> The message that the target of the skill will see when it
has failed
<tr><td><td> Command: set failtarget, then use editor
<tr><td valign="top"> ItemsNeeded:
<td> The name of the items that will be needed in order to successfully
perform this skill. Divided by spaces, the names should be in the format
(name)@(area)
<tr><td><td> Command: set itemsneeded (string)
<tr><td valign="top"> Specials:
<td> The name of the special that will be executed when the skill
successfully runs. The special must have the trigger "onperform" and
the name specified in the form (name)@(area).
<tr><td><td> Command: set specials (name)@(area)
<tr><td valign="top"> Drain:
<td> The amount of endurance that this skill will drain from
the performer.
<tr><td><td> Command: set drain (number)
<tr><td valign="top"> Skillflags:
<td> Flags specific to skill performing. See <A HREF="flags.html#skillflags">
skillflags </A> for more details.
<tr><td><td> Command: set skillflag (flagname) (on|off)
<tr><td valign="top"> DepString:
<td> For a "MustHaveItem" type dependency. Sets the string of space-delineated
items that a user must have to use the spell.
<tr><td><td> Command: set depstring (dependency type) (string)
<tr><td valign="top"> DepNumber:
<td> For most dependency types. Sets the value for the dependency that the
individual must be at or higher to use the ability.
<tr><td><td> Command: set depnumber (dependency type) (value)
</table>
<br>
<A NAME="spell"></A>
<br><br><br>
<h3>18. Spells</h3>
<table>
<tr><td valign="top"> Name: <td> See Common Attributes
<tr><td valign="top"> ActingRoom:
<td> The message that will appear when the user performs the
spell to the room they cast it in.
<tr><td><td> Command: set actingroom, then use editor
<tr><td valign="top"> ActingActor:
<td> The message that they will see when the user performs the
spell.
<tr><td><td> Command: set actingactor, then use editor
<tr><td valign="top"> ActingTarget:
<td> The message that the target of the spell will see when
the spell is cast. If no target exists, you can leave this blank.
<tr><td><td> Command: set actingtarget, then use editor
<tr><td valign="top"> SuccessRoom:
<td> The message that the bystanders in the room will see when
the spell has been successfully cast
<tr><td><td> Command: set successroom, then use editor
<tr><td valign="top"> SuccessActor:
<td> The message that the player casting the spell will see when
the spell has been successfully cast
<tr><td><td> Command: set successactor, then use editor
<tr><td valign="top"> SuccessTarget:
<td> The message that the target, if any, will see when the
spell has been successfully cast
<tr><td><td> Command: set successtarget, then use editor
<tr><td valign="top"> FailRoom:
<td> The message that the bystanders in the room will see when
the spell has failed
<tr><td><td> Command: set failroom, then use editor
<tr><td valign="top"> FailActor:
<td> The message that the caster of the spell will see when the
spell has failed
<tr><td><td> Command: set failactor, then use editor
<tr><td valign="top"> FailTarget:
<td> The message that the target of the spell will see when it
has failed
<tr><td><td> Command: set failtarget, then use editor
<tr><td valign="top"> ItemsNeeded:
<td> The name of the items that will be needed in order to successfully
cast this spell. Divided by spaces, the names should be in the format
(name)@(area)
<tr><td><td> Command: set itemsneeded (string)
<tr><td valign="top"> Specials:
<td> The name of the special that will be executed when the spell
successfully runs. The special must have the trigger "oncast" and
the name specified in the form (name)@(area).
<tr><td><td> Command: set specials (name)@(area)
<tr><td valign="top"> Drain:
<td> The amount of magical energy that this spell will drain from
the caster.
<tr><td><td> Command: set drain (number)
<tr><td valign="top"> Spellflags:
<td> Flags specific to spellcasting. See <A HREF="flags.html#spellflags">
spellflags </A> for more details.
<tr><td><td> Command: set spellflag (flagname) (on|off)
<tr><td valign="top"> DepString:
<td> For a "MustHaveItem" type dependency. Sets the string of space-delineated
items that a user must have to use the spell.
<tr><td><td> Command: set depstring (dependency type) (string)
<tr><td valign="top"> DepNumber:
<td> For most dependency types. Sets the value for the dependency that the
individual must be at or higher to use the ability.
<tr><td><td> Command: set depnumber (dependency type) (value)
</table>
<br>
<A NAME="special"></A>
<br><br><br>
<h3>19. Specials</h3>
<table>
<tr><td valign="top"> Name: <td> See Common Attributes
<tr><td valign="top"> Trigger:
<td> Specifies the trigger that will cause the code to activate.
Triggers can range from when you pick something up to when you
walk into a room. The <A HREF="triggers.html"> triggers list </A>
will provide a list of current triggers for you to use.
<tr><td><td> Command: set trigger (strings)
<tr><td valign="top"> Activation: <td> Not Currently Supported
<tr><td valign="top"> Interval: <td> Not Currently Supported
<tr><td valign="top"> Num Times: <td> Not Currently Supported
<tr><td valign="top"> Counter:
<td> What the counter will start out at for this special. The
counter can be used by the special code to count down an event.
Torches use the counter to keep track of how many seconds of life
is left in the torch
<tr><td><td> Command: set counter (number)
<tr><td valign="top"> Code:
<td> The code section is the actual "meat" of the special. This is
where the code goes that will perform the action for this special.
How to write special code is described in the <A HREF="specials.html">
specials tutorial </A> in greater detail.
<tr><td><td> Command: set code, then use editor
</table>
<br>
<A NAME="quest"></A>
<br><br><br>
<h3>20. Quests</h3>
<table>
<tr><td valign="top"> Name: <td> See Common Attributes
<tr><td valign="top"> Difficulty:
<td> Specifies how difficult this quest is overall. This can either
be Easy, Medium, or Hard.
<tr><td><td> Command: set difficulty (easy|medium|hard)
<tr><td valign="top"> Required:
<td> Specifies if this quest is required to achieve master level. This
will be either Yes or No.
<tr><td><td> Command: set required (yes|no)
<tr><td valign="top"> Puzzles:
<td> Specifies how difficult the puzzles on this quest are. This is
a number from 1-5 where 1 is the easiest.
<tr><td><td> Command: set puzzles (value from 1-5)
<tr><td valign="top"> Combat:
<td> Specifies how difficult the combat on this quest is. This is
a number from 1-5 where 1 is the easiest.
<tr><td><td> Command: set combat (value from 1-5)
<tr><td valign="top"> QPoints:
<td> Specifies the number of questpoints that the player will get when
this quest is awarded.
<tr><td><td> Command: set qpoints (value)
<tr><td valign="top"> Desc:
<td> This is where you describe the quest to the player. Here you can
provide some hints for getting started, such as where it starts and what
they might need.
<tr><td><td> Command: set desc, then use editor
</table>
<br>
<A NAME="action"></A>
<br><br><br>
<h3>21. Actions</h3>
<table>
<tr><td valign="top"> Action: <td> See Common Attributes
<tr><td valign="top"> Actor:
<td> The string that is displayed to the person performing the
action when no target is specified.
<tr><td><td> Command: set actor, then use editor
<tr><td valign="top"> Crowd:
<td> The string that is displayed to those in the room when the actor
performs the action if no target is specified.
<tr><td><td> Command: set crowd, then use editor
<tr><td valign="top"> Target:
<td> The string that is displayed to the player the action is directed
towards when a target is specified
<tr><td><td> Command: set target, then use editor
<tr><td valign="top"> Sender:
<td> The string that is displayed to the player who performs the action
when a target is specified
<tr><td><td> Command: set sender, then use editor
<tr><td valign="top"> Bystanders:
<td> The string that is displayed to the bystanders when a target is
specified
<tr><td><td> Command: set bystanders, then use editor
<tr><td valign="top"> Actflags:
<td> Flags specific to actions. See <A HREF="flags.html#actflags">
actflags </A> for more details.
<tr><td><td> Command: set actflags (flagname) (on|off)
</table>
<br>
<A NAME="level"></A>
<br><br><br>
<h3>22. Levels</h3>
<table>
<tr><td valign="top"> Level: <td> See Common Attributes
<tr><td valign="top"> ChainName:
<td> The string that specifies which chain this level will be a part of.
<tr><td><td> Command: set chainname (string)
<tr><td valign="top"> AwardStr:
<td> The string that is displayed when the level is awarded to the player.
This can be something like "You have now become a Wizard of the 7th council!"
<tr><td><td> Command: set awardstr, then use editor
<tr><td valign="top"> LevelStr:
<td> The string that shows up upon examine describing the player's level.
This can be something like "They bear the robes of a Wizard of the 7th Council."
<tr><td><td> Command: set levelstr, then use editor
<tr><td valign="top"> LvlNum:
<td> The level number in the chain. The mud engine will put the levels in order
according to this number and will only check the next level after this one to see
if they advance.
<tr><td><td> Command: set lvlnum (number)
<tr><td valign="top"> MinStr:
<td> The minimum strength that the player must be at to advance to this level.
<tr><td><td> Command: set minstr (number)
<tr><td valign="top"> MinDex:
<td> The minimum dexterity that the player must be at to advance to this level.
<tr><td><td> Command: set mindex (number)
<tr><td valign="top"> MinIntel:
<td> The minimum intelligence that the player must be at to advance to this level.
<tr><td><td> Command: set minintel (number)
<tr><td valign="top"> MinExp:
<td> The minimum experience that the player must have to advance to this level.
<tr><td><td> Command: set minexp (number)
<tr><td valign="top"> ReqAbilities:
<td> The abilities that the player must have in order to be awarded this level.
This is specified in a string divided by spaces.
<tr><td><td> Command: set reqabilities (abilityname) (abilityname) ...
<tr><td valign="top"> SpecialReq:
<td> A special that provides a means for specifying any other unique requirements
to achieve level. If the special exits normally (not with the return_invalid_criteria
function), then the level can be awarded.
<tr><td><td> Command: set specialreq (specialname)@(area)
<tr><td valign="top"> WhenAwarded:
<td> A special that provides a means to award the player for achieving the level.
This could be an increase in experience or strength or gaining a priviledged item.
<tr><td><td> Command: set whenawarded (specialname)@(area)
</table>
<br>
<A NAME="races"></A>
<br><br><br>
<h3>23. Races</h3>
<table>
<tr><td valign="top"> Race: <td> See Common Attributes
<tr><td valign="top"> Description:
<td> A description of this race. This is displayed when the new user is
choosing their race.
<tr><td><td> Command: set description, then use editor
<tr><td valign="top"> InitLoc:
<td> The initial location that this player will start out when creating
a character of this race
<tr><td><td> Command: set initloc (locationname)@(areaname)
<tr><td valign="top"> InitDesc:
<td> The description that will be used to set the description of the
new players that choose this race.
<tr><td><td> Command: set initdesc, then use editor
<tr><td valign="top"> InitBrief:
<td> The brief description players of this race will be assigned when
they first create their character
<tr><td><td> Command: set initbrief, then use editor
<tr><td valign="top"> InitAbility:
<td> The abilities that this player will initially know when they first
sign on as a member of this race.
<tr><td><td> Command: set initability (abilities)
<tr><td valign="top"> DeathLoc:
<td> The location this player will be transported to when they die.
<tr><td><td> Command: set deathloc (location)@(area)
<tr><td valign="top"> DeathText:
<td> The text that will be displayed when the player dies.
<tr><td><td> Command: set deathtext, then use editor
<tr><td valign="top"> AllowIncl:
<td> The inclinations this player will be allowed to select from. This
should be set to 'all' if all inclinations can be selected. Inclinations
should be listed space-delineated. If this field is empty, the inclination
selection menu will not be offered.
<tr><td><td> Command: set allowincl (inclinations)
<tr><td valign="top"> AllowTalent:
<td> The talents this player will be allowed to select from. This
should be set to 'all' if all talents can be selected. Talents
should be listed space-delineated. If this field is empty, the talent
selection menu will not be offered.
<tr><td><td> Command: set allowtalent (inclinations)
<tr><td valign="top"> InitStr:
<td> The initial strength that players of this race will start out with.
<tr><td><td> Command: set initstr (number)
<tr><td valign="top"> InitDex:
<td> The initial dexterity that players of this race will start out with.
<tr><td><td> Command: set initdex (number)
<tr><td valign="top"> InitIntel:
<td> The initial intelligence that players of this race will start out with.
<tr><td><td> Command: set initintel (number)
</table>
<table>
<tr><td valign="top"> Tutorial Name:
<td> The name given to this tutorial and the name that should be referred
to when setting attributes to the tutorial.
<tr><td><td> Command: Use rename to change
<tr><td valign="top"> Sequence:
<td> The sequence that this tutorial will appear in. The sequences will
always be between 1 and the max number of tutorials set for this race.
<tr><td><td> Command: set sequence (tutorialname) (number)
<tr><td valign="top"> Prompt:
<td> This is the prompt the players will see asking them if they would like
to enter the tutorial. It can't be longer than the max length for prompts,
which is usually around 80 chars. The builder port will chop off any text
that extends beyond the max length.
<tr><td><td> Command: set prompt (tutorialname) (string)
<tr><td valign="top"> Special:
<td> This is the name of the special (in the format name@area) that will be
executed when the tutorial is selected.
<tr><td><td> Command: set special (tutorialname) (specialname)@(area)
<tr><td valign="top"> Mandatory:
<td> This indicates (with either yes or no) whether the tutorial is mandatory.
If mandatory, the players will be sent into the tutorial without asking if
they want to enter it.
<tr><td><td> Command: set mandatory (tutorialname) (yes|no)
</table>
<br>
<A NAME="text"></A>
<br><br><br>
<h3>24. Texts</h3>
<table>
<tr><td valign="top"> Name: <td> See Common Attributes
<tr><td valign="top"> Type:
<td> The type of text file this is. You can only specify this when creating
the object and it can't be changed after that.
<tr><td><td> Command: none
<tr><td valign="top"> Title:
<td> Does not apply to banners. This is the string that is displayed at the
top of the file when displayed.
<tr><td><td> Command: set title, then use editor
<tr><td valign="top"> Body:
<td> This is the "meat" of the text.
<tr><td><td> Command: set body, then use editor
</table>
<br>
<A NAME="bulletin"></A>
<br><br><br>
<h3>25. Bulletin Boards</h3>
<table>
<tr><td valign="top"> Name: <td> See Common Attributes
<tr><td valign="top"> Title:
<td> The title that will appear at the top of this bulletin board
<tr><td><td> Command: set title (text)
<tr><td valign="top"> Location:
<td> The object this bulletin board will be attached to, if not set as global
<tr><td><td> Command: set location (objname)
<tr><td valign="top"> Authorized:
<td> Space-delineated list of who is authorized access to this bulletin board.
If the Limited bulletin flag is set, it will only give these players access.
<tr><td><td> Command: set authorized (names)
<tr><td valign="top"> Bullflags:
<td> Flags specific to bulletin boards. See <A HREF="flags.html#bullflags">
bullflags </A> for more details.
</table>
<br>
<A NAME="inclination"></A>
<br><br><br>
<h3>26. Inclinations</h3>
<table>
<tr><td valign="top"> Inclinations: <td> See Common Attributes
<tr><td valign="top"> Special:
<td> The name of a special, in the format of (name)@(area), that will be
used to set any special requirements (such as setting night vision on a
shadow inclination).
<tr><td><td> Command: set special (specialname)@(area)
<tr><td valign="top"> StrOffset:
<td> The strength offset, whether positive or negative, to apply to the
player for this inclination
<tr><td><td> Command: set stroffset (number)
<tr><td valign="top"> DexOffset:
<td> The dexterity offset, whether positive or negative, to apply to the
player for this inclination
<tr><td><td> Command: set dexoffset (number)
<tr><td valign="top"> ConOffset:
<td> The constitution offset, whether positive or negative, to apply to the
player for this inclination
<tr><td><td> Command: set conoffset (number)
<tr><td valign="top"> IntelOffset:
<td> The intelligence offset, whether positive or negative, to apply to the
player for this inclination
<tr><td><td> Command: set inteloffset (number)
<tr><td valign="top"> Description:
<td> A description of this inclination. This can be viewed by the players
when they are selecting an inclination. It should describe the advantages
and drawbacks to this inclination
<tr><td><td> Command: set description, then use editor
</table>
<br>
<A NAME="talent"></A>
<br><br><br>
<h3>27. Talents</h3>
<table>
<tr><td valign="top"> Talents: <td> See Common Attributes
<tr><td valign="top"> Special:
<td> The name of a special, in the format of (name)@(area), that will be
used to set talent attributes. This could range from increasing or
decreasing strength to setting a specialty flag on a player.
<tr><td><td> Command: set special (specialname)@(area)
<tr><td valign="top"> Cost:
<td> The cost in talent funds for this talent. Initial talent funds are
set in the aime.conf file and deplete or increase as players select talents
by the amount indicated here.
<tr><td><td> Command: set cost (number)
<tr><td valign="top"> Amount:
<td> Indicates the number of times this talent can be selected by a player.
When used up, the talent disappears from the player's list of talents.
<tr><td><td> Command: set amount (number)
<tr><td valign="top"> Description:
<td> A description of this talent. This can be viewed by the players when
they are selecting talents. It should describe the advantages and drawbacks
to this talent.
<tr><td><td> Command: set description, then use editor
</table>
<br>
<A NAME="chatline"></A>
<br><br><br>
<h3>28. Chatline</h3>
<table>
<tr><td valign="top"> Chatline: <td> See Common Attributes
<tr><td valign="top"> LeadInActor:
<td> The start of the message for the person sending the chat message, such as:
'You chat '
<tr><td><td> Command: set leadinactor, then use editor
<tr><td valign="top"> LeadInCrowd:
<td> The start of the message for the individuals receiving the chat message, such as '%a chats '
<tr><td><td> Command: set leadincrowd, then use editor
<tr><td valign="top"> TextColor:
<td> The color that the text of the message will be. Simply a colorcode string
such as: '&+B'
<tr><td><td> Command: set leadincolor (colorcode)
<tr><td valign="top"> Border:
<td> The character(s) that will surround the text, such as: ' or "
<tr><td><td> Command: set border (characters)
<tr><td valign="top"> Lineflags: <td> Flags for controlling how a
chatline operates. See <A HREF="flags.html#lineflags">
lineflags </A> for more details.
<tr><td><td> Command: set lineflags (flagname) (on|off)
</table>
<br><br>
</table>
</BODY>
</HTML>
|