File: attributes.html

package info (click to toggle)
aime-doc 0.60-1.2
  • links: PTS
  • area: main
  • in suites: etch, etch-m68k
  • size: 508 kB
  • ctags: 174
  • sloc: makefile: 44; sh: 1
file content (1344 lines) | stat: -rw-r--r-- 51,973 bytes parent folder | download | duplicates (2)
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>