Quickref for CircleMUD 3.0. Approx size: 6 pages Written by Todd A. Laycock (tlaycoc@orion.it.luc.edu) =============================================================================== World Files: =============================================================================== ------------------------------------------------------------------------------- World File Format: (end file with $~ field desc's after ***) ------------------------------------------------------------------------------- # *** room's vnum ~ *** room's name *** what ppl see when they look ~ *** see below for bv and type D0 *** Direction for exit # *** what ppl see in dir. # ~ ~ *** what the door is called *** see below, object vnum E *** Extra description ~ *** keywords for exa *** desc of item ~ S *** End of Record marker ------------------------------------------------------------------------------- Room Flags: Sector Type: Directions: --------------------- --------------------- --------------------- a DARK 1 0 Inside 0 North b DEATH 2 1 City 1 East c NOMOB 4 2 Field 2 South d INDOORS 8 3 Forest 3 West e PEACEFUL 16 4 Hills 4 Up f SOUNDPROOF 32 5 Mountain 5 Down g NOTRACK 64 6 Water_swim h NOMAGIC 128 7 Water_noswim Door Types: i TUNNEL 256 8 Underwater --------------------- j PRIVATE 512 9 Flying 0 open exit k GODROOM 1024 1 closeable/lockable l HOUSE 2048 Reserved 2 pickproof m HOUSE_CRASH 4096 Reserved n ATRIUM 8192 Reserved o OLC 16384 Reserved p BFS_MARK 32768 Reserved =============================================================================== Mobiles: =============================================================================== ------------------------------------------------------------------------------- Mobile type 'S' format: description of fields right after ------------------------------------------------------------------------------- # *** mob's vnum ~ *** mob's name(s) ~ *** ex. a small dog *** ex. a small dog barks at you. ~ *** what ppl see when they look ~ ** see below for bitvectors, alignment, positions S ------------------------------------------------------------------------------- Note: max hp: xdy+z (x num of dice of size y to roll + bonus of z) bhd: xdy+z (z num of dice of size y to roll + bonus of z) ------------------------------------------------------------------------------- Type 'E'nhanced Mobiles: ------------------------------------------------------------------------------- *** change line with action, affection, alignment to: E *** and then after the line with positions and sex Enhanced specs: *** see below for valid values *** end mobile entry with 'E' ------------------------------------------------------------------------------- Action bitvector: Affection bitvector: Armor Class: (if ALL CAPS don't use) ---------------------- ----------------------- ----------------------- a Spec 1 a blind 1 AC 10 Naked person b Sentinel 2 b invisible 2 AC 0 full plate c Scavenger 4 c detect_align 4 AC -10 battle tank d ISNPC 8 d detect_invis 8 e Aware 16 e detect_magic 16 Alignment: f Aggressive 32 f sense_life 32 ----------------------- g Stay_zone 64 g waterwalk 64 -1000 .. - 350 Evil h Wimpy 128 h sanctuary 128 - 349 .. 349 Neutral i Aggr_evil 256 i GROUP 256 350 .. 1000 Good j Aggr_good 512 j curse 512 k Aggr_neutral 1024 k infravision 1024 Positions: l Memory 2048 l POISON 2048 ----------------------- m Helper 4096 m protect_evil 4096 4 Sleeping n Nocharm 8192 n protect_good 8192 5 Resting o Nosummon 16384 o SLEEP 16384 6 Sitting p Nosleep 32768 p notrack 32768 8 Standing q Nobash 65536 q UNUSED16 65536 r Noblind 131072 r UNUSED17 131072 Sex: s sneak 262144 ----------------------- 'E'nhancements: t hide 524288 0 Neutral (it/its) ---------------------- u UNUSED20 1048576 1 Male (he/his) BareHandAttack: v CHARM 2097152 2 Female (she/hers) Str: Wis: Con: Int: Dex: Cha: StrAdd: BareHandAttacks (BHD types) --------------------------- 0 hit/hits 1 sting/stings 2 whip/whips 3 slash/slashes 4 bite/bites 5 bludgeon/bludgeons 6 crush/crushes 7 pound/pounds 8 claw/claws 9 maul/mauls 10 thrash/thrashes 11 pierce/pierces 12 blast/blasts 13 punch/punches 14 stab/stabs =============================================================================== Objects: =============================================================================== ------------------------------------------------------------------------------- Object File Format: ------------------------------------------------------------------------------- # *** obj's vnum ~ *** obj's name ~ *** ex. A torn cloak ~ *** ex. A torn cloak hangs on a peg ~ *** objs which are readable, contains text, else blank *** see below *** see chart below *** weight in pounds, value, cost to rent E *** 'E'xtra description ~ *** keywords of description item *** description of item ~ A *** bonus/penalty from object *** see below for locs, value > 0 bonus ------------------------------------------------------------------------------- Types: Effects: Wear Bitvector: Addon Locations: --------------- ----------------------- --------------- ------------------ 1 Light a glow 1 a take 1 0 None 2 Scroll b hum 2 b finger 2 1 Str 3 Wand c norent 4 c neck 4 2 Dex 4 Staff d nodonate 8 d body 8 3 Int 5 Weapon e noinvis 16 e head 16 4 Wis 6 --------- f invisible 32 f legs 32 5 Con 7 --------- g magic 64 g feet 64 6 Cha 8 Treasure h nodrop 128 h hands 128 7 Class (unimp'd) 9 Armor i bless 256 i arms 256 8 Level (unimp'd) 10 Potion j anti_good 512 j shield 512 9 Age 11 --------- k anti_evil 1024 k about 1024 10 Char Weight 12 Other l anti_neutral 2048 l waist 2048 11 Char Height 13 Trash m anti_magic_user 4096 m wrist 4096 12 Mana 14 --------- n anti_cleric 8192 n wield 8192 13 Hit 15 Container o anti_thief 16384 o hold 16384 14 Move 16 Note p anti_warrior 32768 15 Gold (unimp'd) 17 Drink Con q nosell 65536 16 Exp (unimp'd) 18 Key 17 Armor Class 19 Food 18 Hit Roll 20 Money 19 Damage Roll 21 Pen 20 Para save throw 22 Boat 21 Rod save throw 23 Fountain 22 Petri " " 23 Breath " " 24 Spells " " Values: ------------------------------------------------------------------------------- Light : 0 | 0 | Hours good | 0 Scroll: lvl 4 casting | Spell # 1 | Spell # 2 | Spell # 3 Wand : lvl 4 casting | Max Charges | Current Chrgs | Spell # Staff : lvl 4 casting | Max Charges | Current Chrgs | Spell # Weapon: 0 | # of dam dice | Size of dice | (see BHD types) ------: 0 | 0 | 0 | 0 ------: 0 | 0 | 0 | 0 Treasu: 0 | 0 | 0 | 0 Armor : AC bonus/penalty| 0 | 0 | 0 Potion: lvl 4 casting | Spell # 1 | Spell # 2 | Spell # 3 ------: 0 | 0 | 0 | 0 Other : 0 | 0 | 0 | 0 Trash : 0 | 0 | 0 | 0 ------: 0 | 0 | 0 | 0 Contai: max weight | *look at end* | 0 | 0 Note : 0 | 0 | 0 | 0 DrinkC: Max # of units | Current # | *Type--below* | !0 if poisoned Key : 0 | 0 | 0 | 0 Food : # hours satisfy | 0 | 0 | !0 if poisoned Money : # of coins | 0 | 0 | 0 Pen : 0 | 0 | 0 | 0 Boat : 0 | 0 | 0 | 0 Founta: Max # of units | Current # | *Type--below* | !0 if poisoned Drink Types: ------------------------------------------------------------------------ # Type Drunk Full Thirst 0 Water 0 1 10 1 Beer 3 2 5 2 Wine 5 2 5 3 Ale 2 2 5 4 Dark Ale 1 2 5 5 Whiskey 6 1 4 6 Lemonade 0 1 8 7 Firebreather 10 0 0 8 Local spec(?) 3 3 3 9 Slime 0 4 - 8 10 Milk 0 3 6 11 Tea 0 1 6 12 Coffee 0 1 6 13 Blood 0 2 - 1 14 Saltwater 0 1 - 2 15 Clearwater 0 0 13 Container bitvector: -------------------- 1 Closeable 2 Pickproof 4 Closed when loaded 8 Locked when loaded =============================================================================== Zone files: =============================================================================== ------------------------------------------------------------------------------- Zone file format: ------------------------------------------------------------------------------- # *** number of zone ~ *** name of zone *** top room #, *** lifespan in RL minutes *** reset mode -- see below *** commands for loading mobiles *** objects, equipping them, etc. ... S *** End of file marker ------------------------------------------------------------------------------- Reset Mode: ------------- 0 Never reset 1 When empty 2 Always Commands: --------------------------------------------------------------------- 'M'obile M 'O'bject O 'G'ive obj->mob G 'E'quip mob E 'P'ut obj n obj P 'D'oor state D 'R'emove obj R where if is 0 (false) or 1 (true). means only if last cmd worked. mob num is a mobile's virtual number. obj num is an object's virtual number. room num is a room's virtual number. eq pos is the equipment position to be used (look below) con obj num is the container object's number exit num is one of the exit #s (0 North, 1 East...) state is (0 open, 1 closed, 2 closed and locked) Equipment Positions: ------------------------------ 0 Used as light 1 Worn on right finger 2 Worn on left finger 3 First obj worn around neck 4 Second obj worn around neck 5 Worn on body 6 Worn on head 7 Worn on legs 8 Worn on feet 9 Worn on hands 10 Worn on arms 11 Worn as shield 12 Worn about body 13 Worn around waist 14 Worn around right wrist 15 Worn around left wrist 16 Wielded as a weapon 17 Held =============================================================================== Shop files: =============================================================================== ------------------------------------------------------------------------------- File format for version 3.0 (end file with $~) ------------------------------------------------------------------------------- CircleMUD v3.0 Shop File~ *** label so 3.0 knows shop format #~ *** number of shop *** items constantly in supply of by shop ... -1 *** profit when shop sells, > 1.0 usually *** profit when shop buys, < 1.0 usually [namelist] *** object type and optional name list [namelist] *** of keywords which must be present for ... *** the shop to buy item [namelist] -1 ~ ~ ~ ~ ~ ~ ~ *** keeper's reaction to players -- see below *** see below *** mobile's vnum who is shop keep *** who the shop trades with -- see below *** the list of room #s that the owner sells *** from ... -1