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This file
is a short manual on how to write objects descriptions for Mirkwood. There
are several EXAMPLES at the very end of this document.
-Tomasin First, some general guidelines. The hardest part of running a MUD is keeping balance. This is particularly true with objects. In this file are some very specific guidelines about how to make your objects, and how powerful you can make them. Most areas should not have more than a couple very good objects, but that is largely dependent upon the size of the area and how many objects the area has. The vast majority of your objects will be extremely average. Don't try to fool the imps :) We go through every line of areas before we load them into the MUD, and if you trash the guidelines in this file, you'll either 1) annoy us *mutter* or 2) get your area rejected. So, how, you ask, can you write objects players will want while still keeping within the guidelines? Research the objects players use at the relevant area range. Find the gaps you can fill--there are tons. The good news about balancing objects? It's a heck of a lot easier than balancing mobs, which is as much an art as anything else. Be creative with your objects. Give them all at least one extended descriptions, one of which uses the same words you used in the "keyword" section. That way, when a player 'looks at' your object, they will see the extended description instead of the 'long' description, which they see when the object is lying on the ground. Take your time with descriptions -- boring ones are boring. We don't like boring. Armor and weapons are the meat and bread of mudding, but other objects are the dessert. Potions, boats, containers, portals all make for interesting areas. We like interesting.
The syntax for the objects section is as follows: #OBJECTS #<vnum:number> <keywords:string> ~ <short-description:string> ~ <long-description:string> ~ <material-description:string> ~ <item-type:number> <extra-flags:number> <wear-flags:number> <value-0:num> <value-1:num> <value-2:num> <value-3:num> <value-4:num> <level:number> <weight:number> <cost:number> <condition> { E <keyword:string> ~ <description:string> ~ } { A <apply-type:number> <apply-value:number> <optional spell or skill name>~ } { X <exclusion flags> } { S <spell affects flags> } .. more objects .. #0 ---- Explanation ---- The < vnum> is the virtual number of an object, its unique identifying number. The < keywords> are the object's names, which are used by players and mobs to interact with the object. You may have multiple keywords. For example, if a sword had the keywords 'sword avenger holy', a player could enter 'get sword', 'get avenger' or 'get holy'. The < short-description> is the string used in various situations, including 'inventory'. It should be a title of an object. For example, the sword previously mentioned might have this short description: 'the Holy Avenger'. NOTE: if the short description starts with an article, such as 'a', 'an', or the, do NOT capitalize it. The Mirkwood code will capitalize it in proper situations. The < long-description> is the string seen when a character looks in a room and sees an object on the ground. If you have not provided an extended description (which you should), the player will see the long-description when he or she looks 'at' the object. It should be just one line, or 80 characters or less. Remember that if the object has visible flags, they will take up space on that line, so adjust the length of the long-description accordingly. The < material-description>
string describes the material the object is made of. The following is
a list of possible materials:
The < item-type>
number identifies what sort of object you are constructing.
The item-type number determines how the numbers in the Value section (to be described) are interpreted. The < extra_flags>
number add properties to the object.
Remember, some of the above flags add length to the short description, so adjust the short description accordingly. The < wear-flag>
number indicates where the object can be worn on the body. Most objects
will have an ITEM_TAKE flag and a body wear flag. Items such as fountains
will not have a ITEM_TAKE flag, or any wear flag for that matter. Use
0 to indicate no flags. Lights have just an ITEM_TAKE flag and no
other.
The <value numbers> will be explained later in this document. The < level> number is the level of the object. Characters below this level cannot use this object. If you are loading an object onto a mob, the object level should be at the level of the mob or lower, but no more than 5 levels below the level of the mob. It should never be higher. The < weight> is how much the object weighs (duh). Most objects weigh between 2 and 30. Big items such as boats can weight a bit more. Small items such as rings can weigh 1. Weapons should range between 5 and 20. Armor between 10 and 25. The higher the level, the more weight. In general, just use common sense. Tiny objects don't weigh much, larger ones might. The < cost> of the object is the worth of the object to shopkeepers. The shopkeepers will usually buy the object for below this value, and sell it for above this value. The haggle and lore skills affect this value. Be conservative in cost--we don't want to break the shopkeepers. The < condition>
of the object is not currently used, but should be 'P'. We are going to
implement widespread damage to objects, but we will use a different field
to do it. Use 'P'.
This is it for the required fields. However, the required value numbers are explained further below.
There are 4 optional sections for objects, E, A, X, and S. The ' E' section provides 'extra' descriptions. Give all your objects at least one extra description. Often the keywords are the same as the name, but the descriptions can be longer than 1 line. When a character looks at the keyword, they will get your description, rather than the long description. (The long description is always used for the object seen when entering or looking at the room.) For example, the extended descriptions of a sword might be: E NOTE: You can have as many different extended descriptions as you want. Also note, you can use more than one keyword for each extended description. The ' A' section
is used to apply the following bonuses or affects on an object:
The following are the guidelines to the number of affects you should put on an object (MAXIMUM ALLOWABLE without Imp approval): One 'point' is equal to any of the following: +1 Str OR +1 Int OR +1 Wis
OR +1 Dex OR +1 Con The maximum allowable points are (by level of object): Level range Points
Objects should NEVER exceed +6 on anything (excepting mana and hp) and that only for objects of level 80+. You shouldn't attempt to add bonuses to everything in your area! Generally, about 30% MAX should have bonuses. When the Imps go through your area, they will rip bonuses off your stuff if you violate this guideline. If you add bonuses, don't try to make a 'complete suit'.. ie, a bonus to a weapon, helmet, bracer, shield, foot, etc. You should try to overlap... ie, a bonus on 3 weapons and 2 helmets. Let them construct suits themselves from other areas. Objects can have any number of E and A sections. The ' X' sections
are for 'exclusion' flags.
NOTE: When
you put exclusion flags on an object, try to have a good role playing
reason. Finally, the ' S' section is for spell affects that are bestowed on the user when he/she/it wears the equipment. You will need Imp approval to use any of these flags, UNLESS the affects are bad, like FAERIE FIRE or POISON! Heh. We have too many objects with good spell affects and not many with bad spell affects. So have fun and do some bad ones! Objects with good, permanent spell affects need to be kept rare. NOTE: objects with spell affects will clash with mobs if they already have the same affects. Therefore, the item will just fall to the ground. Don't give a mob an object with AFF_HIDE if he already is using that affect. The S flags are:
The specific value numbers depend on the object type. This section details the different types and the value meanings. There are 5 values, v0 -> v4. 0 == unused. (0 should aways used as default, never a blank.) Most of the fields require a number, a few require a letter.
Lights under the level of 30 should not be infinite.
Low level scrolls should only have 1 spell. As you can see from the chart above, the maximum number of spells per scroll is 3. Potions, scrolls, pills, wands and staves must follow these guidelines to be properly balanced:
These items may be sold in potion shops and if they are it is important to set a reasonable price. The price should depend on the following:
The formula used to calculate the price of a potion/pill/scroll is as follows: price = 40*level + spellpower * (50 + level*5) Wands and staves use the same v number format:
Max number of charges for wands and staves:
See scroll for spell/level constraints.
The weapon class (v0) indicates type of
weapon:
NOTE: when you write a weapon, avoid using the EXOTIC flag. If you do make an EXOTIC weapon, make its damage a bit lower than average for its level. Use EXOTIC for strange weapons, like bed posts, books, etc. Otherwise, pick a weapon class that makes sense. For example, a hacket should have the AXE weapon class, and a javelin should be a SPEAR. By avoiding making good EXOTIC weapons, we add value to the weapon skills. Damage is calculated as a roll of dice (like 4d5). The formula for determing average damage is ((X*Y)+X)/2, where X = number of dice (v1) X, therefore, equals MINIMUM possible damage. X*Y, therefore, equals MAXIMUM possible damage. The AVERAGE damage for 4d5 is, using the above formula, ((4*5)+4)/2 = 12 average damage. BE CAREFUL! Average damage is NOT half of MAXIMUM damage! Average damage should not exceed (0.5 weapon level) +4. Therefore, a level 30 weapon should not exceed 19 average damage (half weapon level + 4). When you determine the number and sides of dice to get your desired average damage, remember that the greater X is (number of dice), the lower the possible RANGE of possible damage. (And, conversely, the greater Y is, the greater the possible RANGE). That is, 50d1 will always produce a damage of 50, never more, never less. Its average is 50, of course. However, 1d99 also produces an average damage of 50, but the possible damage rolls are 1, 2, 3 etc. all the way to 99. Every average damage you want can be achieved by more than one combination of number and sides of dice. Consider that in context of the weapon you are making. A heavy, unwieldly weapon, for instance, might have a large RANGE of possible damages, because it might not always hit squarely. Whereas a light mace might have a smaller RANGE of damages. If this is confusing, just ask a builder to explain :) If your browser supports Java Script, just insert the average dice roll
you want and this nifty script written by Sedgewick will find the possible
dice combos! If you add bonuses to your weapon, the average damage should be LESS than the maximum. If you add bonuses to hit, add the GLOW flag. If you add bonuses to dam, add the HUM flag. The general guideline is if you add bonuses, add one OR the other, not both. The damage types (v3) for weapons:
v4 ITEM_TREASURE
v0 0 (sold at jewellers) ITEM_ARMOR
v0 pierce ac (~ 1/4 level) NOTES: If you add bonuses to your armor, the stats should be LESS that maximums. If you add +hit, add the GLOW flag, if you add +dam add the HUM. These ratios break down at very high level. A level 91 piece of armor should have no more than 22-23 AC for any individual category. This can be a bit confusing, so listen up. For Armor, code automatically makes the number negative, so insert positive integers in these fields, even though AC shows up in player stats as negative values. ITEM_POTION
v0 spell level See scroll for guidelines. ITEM_CLOTHING
v0 0 ITEM_FURNITURE
v0 max people who can use ITEM_TRASH
v0 0 (item cleaned up by janitors, sold but deleted to keepers) ITEM_CONTAINER
v0 weight capacity Containers should not hold more than: NOTE: If your container can be opened or closed, you must have the 'A' flag. The 'B', 'C', and 'D' flags do not override each other. For example, a closed and locked container must have the 'ACD' flags. ITEM_DRINK_CON
v0 liquid capacity (usually 20-200) NOTE: These liquids affect players in different ways. Alcoholic drinks, for example, will get players drunk, and salt water will actually make players thirstier. Nectar satisfies both thirst and hunger and should never be used in an area. It's only for imms to bestow upon players for winning quests or in celebration of some occasion. ITEM_KEY
v0 0 NOTE: Keys vanish from a player's inventory when he or she logs out. ITEM_FOOD
v0 hours of food value (Food should NEVER cost less than 1.5 gold per
hour of food value.) ITEM_MONEY
v0 value in gold Unguarded gold is not allowed except in small (1-50) amounts, for the
ITEM_BOAT
v0 0 ITEM_FOUNTAIN
v0 capacity Portable fountains are forbidden, period. Don't use the TAKE flag. ITEM_PILL
v0 spell level See scrolls/potions for guidelines. ITEM_MAP
v0 1 if permanent, 0 if delete on logout ITEM_PORTAL
v0 place of origin (unused) Should never be portable. (TAKE flag is off.) ITEM_ZAPPER
v0 0 Use of zappers in areas are forbidden without Imp approval. Tribal eq. only, for the most part. ITEM_DART
v0 spell level
Use the same guidelines for weapons as far as average damage goes when
making arrows. The optional spell on an arrow will be cast on the victim
if the arrow hits. Arrows with spells on them are desroyed upon impact.
Arrows without spells might be retrived, if they don't break.
----- EXAMPLES ------ #8107 cloak colors~ the Cloak of Many Colors~ The Cloak of Many Colors scintillates in your light.~ cloth~ 9 0 AD 14 14 14 15 0 65 13 15000 P E cloak colors~ The cloak is obviously magical, and it quite beautiful. It changes color depending upon the angle you look at it, from bright blue laced with violet to a charming yellow, brightest in the sunlight. ~ A 24 -10 A 12 45 A 25 20 color spray~ #6711 helmet~ The Captain's Helmet~ A broken helmet lies here.~ helmet~ 9 0 AE 5 6 5 0 0 15 5 600 P A 17 -4 A 13 25 #6707 rotten torch~ A rotten torch~ A rotten torch gives off a pale light.~ light~ 1 A A 0 0 200 0 0 10 10 350 P A 18 2 #3005 scimitar blade~ Hassan's scimitar~ Hassan's scimitar lies upon the ground, waiting for its owner.~ adamantite~ 5 BI AN 1 5 6 21 EF 30 45 30000 P E scimitar blade~ It is quite heavy. The blade is made of some metal that you can't even spell. The edge of the blade looks as if it could cut through anything or anyone. ~ X BC S C #6708 map paper skin~ A map of the Forum~ A rotten piece of skin lies here.~ vellum~ 28 0 A 1 0 0 0 0 0 10 150 P E map paper skin~ The Undead Forum ++++++++++++++++ by JellO Temple of Tomb of Antoninus Romulus | | Temple * * * * * * * * * * * * of Caesar * * * | * * * * * * * * * * * * * * * * * * * * * * * * * C * House of * Field of * * a - * the Vestal - - * Ruins * * Arch Basilica * s Julia - * - t * o * r * * * Temple * - of Augustus ~ |