Builder Port Object Attributes




Index

1. Input Types
2. Common Attributes
3. Books
4. Doors
5. Keys
6. Locations
7. Markers
8. Moveables
9. Mergers
10. Mobiles
11. Money
12. Food
13. Weapons
14. Wearables
15. Boats
16. Ropes
17. Skills
18. Spells
19. Specials
20. Quests
21. Actions
22. Levels
23. Races
24. Text
25. Bulletin Boards
26. Inclinations
27. Talents
28. Chatlines





1. Input Types

These are some standard input types that will be used in the explanation of certain attributes.
Space delineated: 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"
Single line with spaces: Used for the location title, it allows for spaces, but not more than one line.
Multiple line: Used for descriptions and briefs mainly, it supports several lines.
Numerical: as it states, a single number. Used for weight, size, speed, and others.
Identifier: a name of an object, either (name) or (name)@(area)




2. Common Attributes

Listed are some common attributes, their description, and how to modify them.
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)




3. Books

Name: See Common Attributes
Title: See Common Attributes
Altnames: See Common Attributes
Clones: See Common Attributes
Specials: See Common Attributes
Guards: See Common Attributes
Location: See Common Attributes
Brief0: See Common Attributes
Brief1: See Common Attributes
Description: See Common Attributes
Size: See Common Attributes
Weight: See Common Attributes
Subject: 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.
Command: set subject (bookname)
Itemflags: See Common Attributes




4. Doors

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)




5. Keys

Name: See Common Attributes
Title: See Common Attributes
Altnames: See Common Attributes
Clones: See Common Attributes
Specials: See Common Attributes
Guards: See Common Attributes
Location: See Common Attributes
Brief0: See Common Attributes
Brief1: See Common Attributes
Description: See Common Attributes
Size: See Common Attributes
Weight: See Common Attributes
Itemflags: See Common Attributes




6. Locations

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




7. Markers

Name: See Common Attributes
Title: See Common Attributes
Altnames: See Common Attributes
Clones: See Common Attributes
Specials: See Common Attributes
Guards: See Common Attributes
Location: See Common Attributes
Capacity: See Common Attributes
Description: See Common Attributes




8. Moveables

Name: See Common Attributes
Title: See Common Attributes
Altnames: See Common Attributes
Clones: See Common Attributes
Specials: See Common Attributes
Guards: See Common Attributes
Location: See Common Attributes
Brief0: See Common Attributes
Brief1: See Common Attributes
Description: See Common Attributes
Size: See Common Attributes
Weight: See Common Attributes
Itemflags: See Common Attributes




9. Mergers

Name: See Common Attributes
Title: See Common Attributes
Altnames: See Common Attributes
Specials: See Common Attributes
Guards: See Common Attributes
Location: Not settable, it will automatically set to the hardcoded holding location
Brief0: See Common Attributes
Brief1: See Common Attributes
Description: See Common Attributes
Size: See Common Attributes
Weight: See Common Attributes
Itemflags: See Common Attributes




10. Mobiles

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




11. Money

Name: See Common Attributes
Title: See Common Attributes
Altnames: See Common Attributes
Specials: See Common Attributes
Guards: See Common Attributes
Location: Not settable, it will automatically set to the hardcoded holding location
Brief0: See Common Attributes
Brief1: See Common Attributes
Description: See Common Attributes
Size: See Common Attributes
Weight: See Common Attributes
Index: A numerical index that stands for the value of one item of this object.
Command: set index (value)
Itemflags: See Common Attributes




12. Food

Name: See Common Attributes
Title: See Common Attributes
Altnames: See Common Attributes
Specials: See Common Attributes
Guards: See Common Attributes
Location: Not settable, it will automatically set to the hardcoded holding location
Brief0: See Common Attributes
Brief1: See Common Attributes
Description: See Common Attributes
Size: See Common Attributes
Weight: See Common Attributes
Energy: 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.
Command: set energy (value)
Itemflags: See Common Attributes




13. Weapons

Name: See Common Attributes
Title: See Common Attributes
Altnames: See Common Attributes
Clones: See Common Attributes
Guards: See Common Attributes
Location: See Common Attributes
Brief0: See Common Attributes
Brief1: See Common Attributes
Description: See Common Attributes
Size: See Common Attributes
Weight: See Common Attributes
Class: 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.
Command: set class (string)
Damage: A numerical value representing the maximum damage that this weapon can cause given a direct hit on an opponent
Command: set damage (value)
DepStr: A numerical value from 0 to 100 representing the dependancy of this object on strength. See Strength and Dexterity Dependencies for more details
Command: set depstr (value)
DepDex: A numerical value from 0 to 100 representing the dependancy of this object on dexterity. See Strength and Dexterity Dependencies for more details
Command: set depstr (value)
WieldType: The number of hands this weapon takes to wield it
Command: set wieldtype (OneHanded|TwoHanded)
Itemflags: See Common Attributes




14. Wearables

Name: See Common Attributes
Title: See Common Attributes
Altnames: See Common Attributes
Clones: See Common Attributes
Guards: See Common Attributes
Specials: See Common Attributes
Location: See Common Attributes
Brief0: See Common Attributes
Brief1: See Common Attributes
Description: See Common Attributes
Size: See Common Attributes
Weight: See Common Attributes
Armor: A numerical value representing the amount of damage that this armor will absorb
Command: set armor (value)
Itemflags: See Common Attributes
Wearflags: Flags for marking where the item is worn, plus a few extra. See flags for more details.
Command: set wearflags (flagname) (on|off)




15. Boats

Name: See Common Attributes
Title: See Common Attributes
Altnames: See Common Attributes
Clones: See Common Attributes
Guards: See Common Attributes
Specials: See Common Attributes
Location: See Common Attributes
Brief0 The brief that will appear when the boat is on a shore location.
Command: set brief0, then use editor
Brief1 The brief that will appear when the boat is on a regular location
Command: set brief1, then use editor
WaterBrief: The brief that will appear when the boat is on water.
Command: set waterbrief, then use editor
Description: See Common Attributes
Size: See Common Attributes
Weight: See Common Attributes
MoveStr: 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.".
Command: set movestr (string)
Itemflags: See Common Attributes




16. Ropes

Name: See Common Attributes
Title: See Common Attributes
Altnames: See Common Attributes
Clones: See Common Attributes
Guards: See Common Attributes
Specials: See Common Attributes
Location: See Common Attributes
Brief0: See Common Attributes
Brief1: See Common Attributes
Description: See Common Attributes
Size: See Common Attributes
Weight: See Common Attributes
Length: A numerical value representing the length of the rope, to determine if it is long enough to use in a rope door.
Command: set length (value)
Itemflags: See Common Attributes




17. Skills

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)




18. Spells

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)




19. Specials

Name: See Common Attributes
Trigger: 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 triggers list will provide a list of current triggers for you to use.
Command: set trigger (strings)
Activation: Not Currently Supported
Interval: Not Currently Supported
Num Times: Not Currently Supported
Counter: 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
Command: set counter (number)
Code: 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 specials tutorial in greater detail.
Command: set code, then use editor




20. Quests

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




21. Actions

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)




22. Levels

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)




23. Races

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)




24. Texts

Name: See Common Attributes
Type: The type of text file this is. You can only specify this when creating the object and it can't be changed after that.
Command: none
Title: Does not apply to banners. This is the string that is displayed at the top of the file when displayed.
Command: set title, then use editor
Body: This is the "meat" of the text.
Command: set body, then use editor




25. Bulletin Boards

Name: See Common Attributes
Title: The title that will appear at the top of this bulletin board
Command: set title (text)
Location: The object this bulletin board will be attached to, if not set as global
Command: set location (objname)
Authorized: 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.
Command: set authorized (names)
Bullflags: Flags specific to bulletin boards. See bullflags for more details.




26. Inclinations

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




27. Talents

Talents: See Common Attributes
Special: 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.
Command: set special (specialname)@(area)
Cost: 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.
Command: set cost (number)
Amount: 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.
Command: set amount (number)
Description: 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.
Command: set description, then use editor




28. Chatline

Chatline: See Common Attributes
LeadInActor: The start of the message for the person sending the chat message, such as: 'You chat '
Command: set leadinactor, then use editor
LeadInCrowd: The start of the message for the individuals receiving the chat message, such as '%a chats '
Command: set leadincrowd, then use editor
TextColor: The color that the text of the message will be. Simply a colorcode string such as: '&+B'
Command: set leadincolor (colorcode)
Border: The character(s) that will surround the text, such as: ' or "
Command: set border (characters)
Lineflags: Flags for controlling how a chatline operates. See lineflags for more details.
Command: set lineflags (flagname) (on|off)