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<title> Available Flags </title>
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<h1><center> Available Flags </center></h1>
<br><br><br>
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<b>Index </b>
<br><br>
<A HREF="flags.html#itemflags"> 1. Item Flags </A><br>
<A HREF="flags.html#indflags"> 2. Individual Flags </A><br>
<A HREF="flags.html#wearflags"> 3. Wear Flags </A><br>
<A HREF="flags.html#locflags"> 4. Location Flags </A><br>
<A HREF="flags.html#spellflags"> 5. Spell Flags </A><br>
<A HREF="flags.html#skillflags"> 6. Skill Flags </A><br>
<A HREF="flags.html#actflags"> 7. Action Flags </A><br>
<A HREF="flags.html#bullflags"> 8. Bulletin Flags </A><br>
<A HREF="flags.html#lineflags"> 9. Chatline Flags </A><br>
<br><br><br><br>
<A NAME="itemflags"></A>
<br>
<h3>1. Item Flags </h3>
<t> These are flags that will be used to define objects as having
certain attributes. Object types that contain ItemFlags include:
<br><br>
Markers<br>
Doors<br>
Moveables<br>
Keys<br>
Books<br>
Boats<br>
Mergers<br>
Money<br>
Weapons<br>
Wearable<br>
Food<br>
Rope<br>
<br><br>
Flags are:<br>
<table>
<tr><td> Container
<td> Marks an object as capable of carrying other objects.
<tr><td> Lit
<td> If set, the object will start out on fire
<tr><td> Lightable
<td> Allows the object to be lit and extinguished
<tr><td> Glowing
<td> Magically giving off light
<tr><td> Booze
<td> Is this food item booze? (food items only)
<tr><td> RopeTie
<td> Indicates if the door is a special rope door. (doors only)
<tr><td> IsTied
<td> Frozen flag. Indicates if a rope is tied to the door. (doors only)
<tr><td> TieInside
<td> Indicates that the rope can be tied to the inside of the door (doors only)
<tr><td> TieOutside
<td> Indicates that the rope can be tied to the outside of the door (doors only)
<tr><td> UntieInside
<td> Indicates that the rope can be untied from the inside of the door (doors only)
<tr><td> UntieOutside
<td> Indicates that the rope can be untied from the outside of the door (doors only)
<tr><td> SpecialDoor
<td> Indicates that the door is a special door, meaning only a special can
open or close the door. (doors only)
<tr><td> HiddenDoor
<td> The door does not show up on exits or look when it is closed. (doors only)
<tr><td> Locked
<td> Is this container locked, as with a safe
<tr><td> Closed
<td> Is this container closed, as with a box
<tr><td> Mailbox
<td> Does this item act as a mailbox where, if the UseMailboxes aime.conf setting
is set, then this flag will mark an object where folks can check their mail
<tr><td> Worn
<td> Is the object worn? Used by the game so not settable.
<tr><td> OutsideInvis
<td> If this is a door object, is the outside location invisible to the user.
If so, the player won't be able to examine, see, touch, etc
</table>
<br><br>
<A NAME="indflags"></A>
<br>
<h3>2. Individual Flags </h3>
<t> These are flags that will be used to define attributes for
mobiles (players also have these, but you probably won't have to
worry about that).
<br><br>
Flags are:<br>
<table>
<tr><td> Male
<td> Marks a mobile as male, as opposed to female
<tr><td> Fighting
<td> Not settable. Marks that an object is fighting.
<tr><td> AttackPlayer
<td> Indicates that a mobile will only attack players and not other mobiles
<tr><td> NoSteal
<td> Indicates that a mobile will not allow stealing from it
<tr><td> Sitting
<td> Not settable. Indicates that an individual is sitting down
<tr><td> Sleeping
<td> Not settable. Indicates that an individual is sleeping
<tr><td> GetStuff
<td> Indicates that a mobile will randomly pick up things.
<tr><td> InBoat
<td> Not settable. Indicates that an individual is currently in a boat
</table>
<br><br>
<A NAME="wearflags"></A>
<br>
<h3>3. Wear Flags </h3>
<t> These are flags that will be used to define attributes for
wearable objects. They consist of the first ten used to mark where
an object is worn on. The rest are used to mark other attributes of
the object.
<br><br>
Flags are:<br>
<table>
<tr><td> OnHead
<td> Worn on your head, as a hat would be
<tr><td> OnFace
<td> Worn on your face. A mask would be an example of this.
<tr><td> OnNeck
<td> Worn on your neck. A necklace would be worn here.
<tr><td> OnChest
<td> Worn on your chest and over your stomach. Most armor vests
would cover the chest area.
<tr><td> OnBack
<td> Worn on your back. Usually armor that covers the chest will
cover the back as well.
<tr><td> OnArms
<td> Worn on both arms. Armor or shirts with sleeves would be worn
on this location
<tr><td> OnHands
<td> Worn on both hands. Gloves or rings would be worn on this.
<tr><td> OnWaist
<td> Worn on the waist, usually a belt or dress.
<tr><td> OnLegs
<td> Worn on both legs, this will usually be pants or leggings of
sorts.
<tr><td> OnFeet
<td> Worn on both feet. Boots would have this flag set.
<tr><td> Wieldable
<td> Is wielded in the player's hands. An example of this would be
a shield that is held in the hand.
<tr><td> TopLayer
<td> Indicates that this item of clothing will be the top layer of
clothing at all times. This means that no other top layer clothing
can be worn at the same time as this. Large armor items like Platemail
and chainmail, as well as helmets should have this set. Smaller
items like shirts may not need this set.
</table>
<br><br>
<A NAME="locflags"></A>
<br>
<h3>4. Location Flags </h3>
<t> These flags are flags that will define attributes in a location.
<br><br>
Flags are:<br>
<table>
<tr><td> Outside
<td> Marks a location as outside, meaning it gets weather type messages
and if not marked as lit, will be dark at night.
<tr><td> Lit
<td> Will be lit at all times
<tr><td> LitAtDay
<td> Means that during all hours except Night, Dawn, and Dusk, this room
will be lit. Unless marked as lit, a room will be dark at all hours.
This flag makes it so that the room will be lit during daylight hours.
<tr><td> NoMobiles
<td> Mobiles can't enter this room
<tr><td> Peaceful
<td> Fights can't be started in this room.
<tr><td> Aquatic
<td> This room consists entirely of water. The player will need a boat
to travel it.
<tr><td> Shore
<td> Both boats and individuals on foot can travel this room.
<tr><td> Seasonal
<td> The room will have two descriptions, one for winter and one for
summer
</table>
<br><br>
<A NAME="spellflags"></A>
<br>
<h3>5. Spell Flags </h3>
<t> These flags are flags that will define attributes for a spell.
<br><br>
Flags are:<br>
<table>
<tr><td> ReqTarget
<td> Indicates that this spell requires a target to be specified.
<tr><td> OptTarget
<td> Indicates that a target is optional. The spell can be cast either
way.
<tr><td> OnlyInd
<td> Indicates that the spell can only be cast against individuals.
<tr><td> NoInd
<td> Indicates that the spell can't be cast against individuals
<tr><td> OnCorpse
<td> Indicates that the spell can be cast on a corpse
<tr><td> MustStand
<td> Indicates that the user must be standing to cast the spell
<tr><td> PassString
<td> Indicates that the code should pass a string into the special
function for use in cases where a direction must be specified or
some similiar string.
<tr><td> GiveExp
<td> Indicates this code should award experience for successful
or unsuccessful casting.
<tr><td> OnSelf
<td> Indicates it can be used on the caster
</table>
<br><br>
<A NAME="skillflags"></A>
<br>
<h3>6. Skill Flags </h3>
<t> These flags are flags that will define attributes for a skill.
<br><br>
Flags are:<br>
<table>
<tr><td> ReqTarget
<td> Indicates that this skill requires a target to be specified.
<tr><td> OptTarget
<td> Indicates that a target is optional. The skill can be performed either
way.
<tr><td> OnlyInd
<td> Indicates that the skill can only be performed against individuals.
<tr><td> NoInd
<td> Indicates that the skill can't be performed against individuals
<tr><td> OnCorpse
<td> Indicates that the skill can be performed on a corpse
<tr><td> MustStand
<td> Indicates that the user must be standing to perform the skill
<tr><td> PassString
<td> Indicates that the code should pass a string into the special
function for use in cases where a direction must be specified or
some similiar string.
<tr><td> GiveExp
<td> Indicates this code should award experience for successful
or unsuccessful performing.
<tr><td> OnSelf
<td> Indicates it can be used on the performer
</table>
<br><br>
<A NAME="actflags"></A>
<br>
<h3>7. Actions Flags </h3>
<t> These flags are flags that will define attributes for an action.
<br><br>
Flags are:<br>
<table>
<tr><td> Targeted
<td> Indicates that this action can be targeted at a particular individual.
<tr><td> All
<td> Indicates that this action does not require a target.
</table>
<br><br>
<A NAME="bullflags"></A>
<br>
<h3>8. Bulletin Flags </h3>
<t> These flags are flags that will define how the bulletin board operates.
<br><br>
Flags are:<br>
<table>
<tr><td> Global
<td> Can be accessed from anywhere on the game by typing 'bulletin'
<tr><td> Mortals
<td> This board is accessable by mortals
<tr><td> Admin
<td> No mortals can access the board if this is set
<tr><td> Limited
<td> Indicates the board can only be accessed by those players listed in
the authorized field.
</table>
<br><br>
<A NAME="lineflags"></A>
<br>
<h3>9. Chatline Flags </h3>
<t> These flags are flags that will define how the chatline operates.
<br><br>
Flags are:<br>
<table>
<tr><td> NewPlayer
<td> Indicates this Chatline should be placed on each new player that is created
<tr><td> SendAll
<td> Send this message to all players on the mud
<tr><td> Player
<td> Indicates this chatline is useable on the player port
<tr><td> Builder
<td> Indicates this chatline is useable on the builder port
<tr><td> SendBuilder
<td> Indicates the message should be sent to all marked as a builders.
<tr><td> SendAdmin
<td> Indicates the message should be sent to all marked as administrators.
<tr><td> SendHasChat
<td> Indicates the message should be sent to all who have this particular chatline marked in their chatline player attribute. This means it will only be sent to those who can send on the line.
<tr><td> MessageBeep
<td> Indicates the message should be accompanied by a beep signal
</table>
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