Name:
| Not settable except on creation (use rename to change)
|
Title:
| Identifier, no area.
|
| Command: set title (titlestring)
|
Altnames:
| Space delineated. 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"
|
| Command: set altnames (altnamestring)
|
Clones:
| Space delineated, 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.
|
| Command: set mergers (mergerstring)
|
Guards:
| Space delineated, 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.
|
| Command: set guards (mobilenames)
|
Location:
| Identifier. If area is not
included, default is the area of this object
|
| Command: set location (mudobjectname)@(area)
or set location (mudobjectname)
|
Brief0:
| Multiple line. 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
|
| Command: set brief0, then use editor.
|
Brief1:
| Same as brief0, but after the object has been gotten already.
|
| Command: set brief1, then use editor
|
Description:
| Multiple line . A description
that is displayed when the mudobject is examined.
|
| Command: set desc, then use editor
|
Size:
| Numerical. The size of the
object. One unit size is about 3-4 cm square. See
size and weight tables for more details.
|
| Command: set size (number)
|
Capacity:
| Numerical. Will not show up
unless the container itemflag is set. It defines how much the container
can carry, in size.
|
| Command: set capacity (number)
|
Weight:
| Numerical. The weight of an
object. One unit weight is about 10 grams. See
size and weight tables for more details.
|
| Command: set weight (number)
|
Itemflags: | The item flags, see
flags for more details
|
| Command: set itemflag (flagname) (on|off)
|
Specials:
| Space Delineated. Identifies a special
or multiple specials to attach to this object. The specials should be
identified as (specialname)@(area)
|
| Command: set special (specialnames)
|
Name: | See Common Attributes
|
Title: | See Common Attributes
|
Altnames: | See Common Attributes
|
Keynames:
| Space delineated. It indicates the keys that will lock and unlock
this door
|
| Command: set keynames (keynames)
|
Clones: | See Common Attributes
|
Specials: | See Common Attributes
|
Guards: | See Common Attributes
|
Outsideloc:
| Same as common location, but indicates the outside location of this
door.
|
| Command: set outsideloc (mudobjectname)@(area) or set outsideloc (mudobjectname)
|
Outsidedesc:
| Same as common desc, but indicates the description seen when you
examine the door from the outside location
|
| Command: set outsidedesc, then use editor.
|
Outsidebrief(0-3):
| 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.
|
| Command: set outsidebrief (brief state number), then use editor
|
Initialstate:
| Indicates how the door starts out. Options are open, closed,
locked, or mlocked.
|
| Command: set initialstate (open|closed|locked|mlocked)
|
Insideloc:
| Same as common location, but indicates the inside location of
this door.
|
| Command: set insideloc (mudobjectname)@(area) or set insideloc (mudobjectname)
|
Insidedesc:
| Same as common desc, but indicates the description seen when you
examine the door from the outside location
|
| Command: set outsidedesc, then use editor.
|
Insidebrief(0-3):
| 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.
|
| Command: set insidebrief (brief state number), then use editor
|
Itemflags: | See Common Attributes
|
Distance:
| 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"
|
| Command: set distance (number)
|
RopeName:
| 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.
|
| Command: set ropename (ropename)@(area)
|
Name: | See Common Attributes
|
Title: | Single line with spaces, ex. "South Shenin
Road"
|
Clones: | See Common Attributes
|
Specials: | See Common Attributes
|
Subareas:
| 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.
|
| Command: set subarea (subareaname)
|
Listen:
| The text that is displayed to the player when they listen in the
particular location.
|
| Command: set listen, then use editor
|
Smell:
| The text that is displayed to the player when they smell in the
particular location.
|
| Command: set smell, then use editor
|
Desc: | See Common Attributes
|
Desc1: | Used when certain flags are set. For
instance, if the seasonal flag is set, this will be the description
for the winter season.
|
| Command: set desc1, then use editor
|
Desc2: | Used when certain flags are set. For
instance, if the seasonal flag is set, this will be the description
for the summer season.
|
| Command: set desc2, then use editor
|
Desc3: | Used when certain flags are set.
|
| Command: set desc3, then use editor
|
Exits (n, s, e, w, u, d, ne, nw, se, sw):
| Identifier. Sets the exits from this location to another
locationname.
|
| (valid exits): north, south, east, west, up, down, northeast, northwest, southeast, southwest
|
| Command: set (valid exit) (locname)@(area)
or set (valid exit) (locname)
|
Extradir: | 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".
|
| Command: set extradir [*](exitname) (locname)@(area) [*](exitname) (locname)@(area) ....
|
RoomSize: | 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
|
| Command: set roomsize (number)
|
Terrain: | 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.
|
| Command: set terrain (terraintype)
|
Lighting: | The type of lighting that exists
during the day in this room. It influences how well some can see in the
location.
|
| Command: set lighting (lightingtype)
|
Locflags: | Used to set attributes for this
location. For more information, see flags
for more details
|
Name: | See Common Attributes
|
Title: | See Common Attributes
|
Location: | See Common Attributes
|
Altnames: | See Common Attributes
|
Clones: | See Common Attributes
|
Specials: | See Common Attributes
|
Subareas: | 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.
|
| Command: set subareas (subareas)
|
BareWeapon: | 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'.
|
| Command: set bareweapon (string)
|
Wield: | 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.
|
| Command: set wield (left|right) (weaponname@area)
|
Wear: | 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
|
| Command: set wear (name@area) (name@area) ....
|
Brief: | Like brief1 in Common Attributes, but mobiles only
have one brief that does not change.
|
| Command: set brief, then use editor
|
Speed: | 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.
|
| Command: set speed (number)
|
Aggression: | 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
indflags.
|
| Command: set aggression (number)
|
Strength: | 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. .
|
| Command: set strength (number)
|
Dexterity: | 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. .
|
| Command: set dexterity (number)
|
Intel: | Numerical. This indicates the intelligence
of the mobile. .
|
| Command: set intel (number)
|
Wisdom: | Numerical. This indicates the wisdom
of the mobile.
|
| Command: set wisdom (number)
|
Charisma: | Numerical. This indicates the charisma
of the mobile.
|
| Command: set charisma (number)
|
Wimpy: | This value sets the health that the mobile
will flee at. Setting this to 0 will make the mobile fight to the death.
|
| Command: set wimpy (number)
|
MaxMagic: | The max magical power this mobile can
have.
|
| Command: set wimpy (number)
|
MaxEndur: | The max endurance this mobile can
have.
|
| Command: set wimpy (number)
|
Description: | See Common Attributes
|
Indflags: | The individual flags, see
flags for more details
|
| Command: set indflag (flagname) (on|off)
|
ShopName: | 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.
|
| Command: none
|
Currency: | 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.
|
| Command: set currency (moneyname)@(area)
|
Shop item:
|
Alias: | 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)".
|
| Command: none
|
ItemName: | This is the actual object that this item refers
to. It is what will be cloned when a player buys the item.
|
| Command: set itemname (alias) (name)@(area)
|
Value: | This is the price index that indicates the cost of
this item (not the number of currency, but the price index).
|
| Command: set value (alias) (number)
|
NumberOf: | 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.
|
| Command: set numberof (alias) (number)
|
ItemDesc: | This is how the shopkeeper will describe this
object when the player asks about buying it.
|
| Command: set itemdesc (alias), then use editor
|
Name: | See Common Attributes
|
ActingRoom:
| The message that will appear when the user performs the
skill to the room they cast it in.
|
| Command: set actingroom, then use editor
|
ActingActor:
| The message that they will see when the user performs the
skill.
|
| Command: set actingactor, then use editor
|
ActingTarget:
| The message that the target of the skill will see when
the skill is performed. If no target exists, you can leave this blank.
|
| Command: set actingtarget, then use editor
|
SuccessRoom:
| The message that the bystanders in the room will see when
the skill has been successfully performed
|
| Command: set successroom, then use editor
|
SuccessActor:
| The message that the player performing the skill will see when
the skill has been successfully performed
|
| Command: set successactor, then use editor
|
SuccessTarget:
| The message that the target, if any, will see when the
skill has been successfully performed
|
| Command: set successtarget, then use editor
|
FailRoom:
| The message that the bystanders in the room will see when
the skill has failed
|
| Command: set failroom, then use editor
|
FailActor:
| The message that the performer of the skill will see when the
skill has failed
|
| Command: set failactor, then use editor
|
FailTarget:
| The message that the target of the skill will see when it
has failed
|
| Command: set failtarget, then use editor
|
ItemsNeeded:
| 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)
|
| Command: set itemsneeded (string)
|
Specials:
| 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).
|
| Command: set specials (name)@(area)
|
Drain:
| The amount of endurance that this skill will drain from
the performer.
|
| Command: set drain (number)
|
Skillflags:
| Flags specific to skill performing. See
skillflags for more details.
|
| Command: set skillflag (flagname) (on|off)
|
DepString:
| For a "MustHaveItem" type dependency. Sets the string of space-delineated
items that a user must have to use the spell.
|
| Command: set depstring (dependency type) (string)
|
DepNumber:
| For most dependency types. Sets the value for the dependency that the
individual must be at or higher to use the ability.
|
| Command: set depnumber (dependency type) (value)
|
Name: | See Common Attributes
|
ActingRoom:
| The message that will appear when the user performs the
spell to the room they cast it in.
|
| Command: set actingroom, then use editor
|
ActingActor:
| The message that they will see when the user performs the
spell.
|
| Command: set actingactor, then use editor
|
ActingTarget:
| The message that the target of the spell will see when
the spell is cast. If no target exists, you can leave this blank.
|
| Command: set actingtarget, then use editor
|
SuccessRoom:
| The message that the bystanders in the room will see when
the spell has been successfully cast
|
| Command: set successroom, then use editor
|
SuccessActor:
| The message that the player casting the spell will see when
the spell has been successfully cast
|
| Command: set successactor, then use editor
|
SuccessTarget:
| The message that the target, if any, will see when the
spell has been successfully cast
|
| Command: set successtarget, then use editor
|
FailRoom:
| The message that the bystanders in the room will see when
the spell has failed
|
| Command: set failroom, then use editor
|
FailActor:
| The message that the caster of the spell will see when the
spell has failed
|
| Command: set failactor, then use editor
|
FailTarget:
| The message that the target of the spell will see when it
has failed
|
| Command: set failtarget, then use editor
|
ItemsNeeded:
| 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)
|
| Command: set itemsneeded (string)
|
Specials:
| 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).
|
| Command: set specials (name)@(area)
|
Drain:
| The amount of magical energy that this spell will drain from
the caster.
|
| Command: set drain (number)
|
Spellflags:
| Flags specific to spellcasting. See
spellflags for more details.
|
| Command: set spellflag (flagname) (on|off)
|
DepString:
| For a "MustHaveItem" type dependency. Sets the string of space-delineated
items that a user must have to use the spell.
|
| Command: set depstring (dependency type) (string)
|
DepNumber:
| For most dependency types. Sets the value for the dependency that the
individual must be at or higher to use the ability.
|
| Command: set depnumber (dependency type) (value)
|
Name: | See Common Attributes
|
Difficulty:
| Specifies how difficult this quest is overall. This can either
be Easy, Medium, or Hard.
|
| Command: set difficulty (easy|medium|hard)
|
Required:
| Specifies if this quest is required to achieve master level. This
will be either Yes or No.
|
| Command: set required (yes|no)
|
Puzzles:
| Specifies how difficult the puzzles on this quest are. This is
a number from 1-5 where 1 is the easiest.
|
| Command: set puzzles (value from 1-5)
|
Combat:
| Specifies how difficult the combat on this quest is. This is
a number from 1-5 where 1 is the easiest.
|
| Command: set combat (value from 1-5)
|
QPoints:
| Specifies the number of questpoints that the player will get when
this quest is awarded.
|
| Command: set qpoints (value)
|
Desc:
| 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.
|
| Command: set desc, then use editor
|
Action: | See Common Attributes
|
Actor:
| The string that is displayed to the person performing the
action when no target is specified.
|
| Command: set actor, then use editor
|
Crowd:
| The string that is displayed to those in the room when the actor
performs the action if no target is specified.
|
| Command: set crowd, then use editor
|
Target:
| The string that is displayed to the player the action is directed
towards when a target is specified
|
| Command: set target, then use editor
|
Sender:
| The string that is displayed to the player who performs the action
when a target is specified
|
| Command: set sender, then use editor
|
Bystanders:
| The string that is displayed to the bystanders when a target is
specified
|
| Command: set bystanders, then use editor
|
Actflags:
| Flags specific to actions. See
actflags for more details.
|
| Command: set actflags (flagname) (on|off)
|
Level: | See Common Attributes
|
ChainName:
| The string that specifies which chain this level will be a part of.
|
| Command: set chainname (string)
|
AwardStr:
| 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!"
|
| Command: set awardstr, then use editor
|
LevelStr:
| 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."
|
| Command: set levelstr, then use editor
|
LvlNum:
| 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.
|
| Command: set lvlnum (number)
|
MinStr:
| The minimum strength that the player must be at to advance to this level.
|
| Command: set minstr (number)
|
MinDex:
| The minimum dexterity that the player must be at to advance to this level.
|
| Command: set mindex (number)
|
MinIntel:
| The minimum intelligence that the player must be at to advance to this level.
|
| Command: set minintel (number)
|
MinExp:
| The minimum experience that the player must have to advance to this level.
|
| Command: set minexp (number)
|
ReqAbilities:
| The abilities that the player must have in order to be awarded this level.
This is specified in a string divided by spaces.
|
| Command: set reqabilities (abilityname) (abilityname) ...
|
SpecialReq:
| 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.
|
| Command: set specialreq (specialname)@(area)
|
WhenAwarded:
| 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.
|
| Command: set whenawarded (specialname)@(area)
|
Race: | See Common Attributes
|
Description:
| A description of this race. This is displayed when the new user is
choosing their race.
|
| Command: set description, then use editor
|
InitLoc:
| The initial location that this player will start out when creating
a character of this race
|
| Command: set initloc (locationname)@(areaname)
|
InitDesc:
| The description that will be used to set the description of the
new players that choose this race.
|
| Command: set initdesc, then use editor
|
InitBrief:
| The brief description players of this race will be assigned when
they first create their character
|
| Command: set initbrief, then use editor
|
InitAbility:
| The abilities that this player will initially know when they first
sign on as a member of this race.
|
| Command: set initability (abilities)
|
DeathLoc:
| The location this player will be transported to when they die.
|
| Command: set deathloc (location)@(area)
|
DeathText:
| The text that will be displayed when the player dies.
|
| Command: set deathtext, then use editor
|
AllowIncl:
| 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.
|
| Command: set allowincl (inclinations)
|
AllowTalent:
| 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.
|
| Command: set allowtalent (inclinations)
|
InitStr:
| The initial strength that players of this race will start out with.
|
| Command: set initstr (number)
|
InitDex:
| The initial dexterity that players of this race will start out with.
|
| Command: set initdex (number)
|
InitIntel:
| The initial intelligence that players of this race will start out with.
|
| Command: set initintel (number)
|
Tutorial Name:
| The name given to this tutorial and the name that should be referred
to when setting attributes to the tutorial.
|
| Command: Use rename to change
|
Sequence:
| 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.
|
| Command: set sequence (tutorialname) (number)
|
Prompt:
| 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.
|
| Command: set prompt (tutorialname) (string)
|
Special:
| This is the name of the special (in the format name@area) that will be
executed when the tutorial is selected.
|
| Command: set special (tutorialname) (specialname)@(area)
|
Mandatory:
| 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.
|
| Command: set mandatory (tutorialname) (yes|no)
|
Inclinations: | See Common Attributes
|
Special:
| 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).
|
| Command: set special (specialname)@(area)
|
StrOffset:
| The strength offset, whether positive or negative, to apply to the
player for this inclination
|
| Command: set stroffset (number)
|
DexOffset:
| The dexterity offset, whether positive or negative, to apply to the
player for this inclination
|
| Command: set dexoffset (number)
|
ConOffset:
| The constitution offset, whether positive or negative, to apply to the
player for this inclination
|
| Command: set conoffset (number)
|
IntelOffset:
| The intelligence offset, whether positive or negative, to apply to the
player for this inclination
|
| Command: set inteloffset (number)
|
Description:
| 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
|
| Command: set description, then use editor
|