Builders' Handbook, Appendix 1: Charts. *** ROOM ARCHETYPE #vnum Room Title~ Room's Description ~ D exit description field ~ door keyword list~ E extra description keyword list~ extra description ~ S *** ARCHETYPE MOB (simple) #vnum name list~ short desc~ long desc ~ mob desc ~ S *** ARCHETYPE MOB (complex) #vnum name list~ short desc~ long desc ~ mob desc ~ *** OBJECT ARCHETYPE #vnum namelist~ short desc~ long desc~ ~ E keywords~ Extra desc ~ A *** SHOP ARCHETYPE #vnum~ 0 *** ZONE ARCHETYPE # name of area~ S *** ROOM FLAGS 0 No Flag 1 Dark - character cannot see without a light source. 2 Death - death trap 4 No_mob - monsters cannot enter this room. 8 Indoors - players in this room will not get weather messages. 16 * Lawful - not implemented in some versions 32 * Neutral - not implemented in some versions 64 * Chaotic - not implemented in some versions 128 * No_magic - not implemented in some versions 256 * Tunnel - not implemented in some versions 512 Private - only 2 player may be in this room at a time. *** SECTOR TYPES 0 Inside 1 City Streets 2 Field 3 Forest 4 Hills 5 Mountain 6 Water, swimmable (not implemented on some muds) 7 Water, not swimmable (need boat-type item to cross) *** EXITS 0 - north 1 - east 2 - south 3 - west 4 - up 5 - down *** ACTION FLAGS 1 Special - Special routine which can be found in the file spec_proc.c . Ask the admins of your mud for more information on specials. 2 Sentinel - This mob stays put. 4 Scavenger - This mob picks up stuff lying on the ground. 8 * IsNPC - Reserved. Do not use. 16 Nice to Thieves - Will not attack a player trying to steal from it. 32 Aggressive - Automatically attacks players it can see. 64 Stays in zone - Will not enter a room with a different zone # than its own. See 'zone numbers' in section 3. 128 Wimpy - Will flee when hurt badly. *** AFFECTION FLAGS 1 * Blind - Reserved for players, or internal use only. 2 Invisible - mob is invisible 4 * Detect Evil - Reserved for players, or internal use only. 8 Detect Invis - mob can see invisible players 16 * Detect Magic - Reserved for players, or internal use only. 32 * Sense Life - Reserved for players, or internal use only. 64 * Hold - Reserved for players, or internal use only. 128 Sanctuary - mob is affected by the 'sanctuary' spell. 256 * Group - Reserved for players, or internal use only. 1024 * Cursed - Reserved for players, or internal use only. 2048 * Flaming - Reserved for players, or internal use only. 4096 * Poisoned - Reserved for players, or internal use only. 8192 * Protected/Evil - Reserved for players, or internal use only. 16384 * Paralyzed - Reserved for players, or internal use only. 32768 * Morden Sword - Reserved for players, or internal use only. 131072 * Slept - Reserved for players, or internal use only. 262144 * Dodging - Reserved for players, or internal use only. 524288 Sneaking - mob cannot be seen entering or leaving a room. 1048576 Hiding - mob is hidden 2097152 * Afraid - Reserved for players, or internal use only. 4194304 Charmed - mob will act charmed if 'follow ' is entered. 8388608 * Following - Reserved for players, or internal use only. *** POSITION 4 Sleeping 5 Resting 6 Sitting 8 Standing *** SUGGESTED MOB STANDARDS Level Hp. Exp. Thaco Armor Damage Notes ----------------------------------------------------- 0 1-10 25 20 10 1d4+0 1 11-22 100 20 9 1d5+0 2 23-35 200 19 8 1d6+0 3 36-47 350 18 7 1d7+0 4 48-60 600 17 6 1d8+0 5 61-72 900 16 5 2d4+0 6 73-85 1500 15 4 1d8+1 7 86-97 2250 14 4 2d4+1 8 98-110 3750 13 3 2d5+1 9 111-122 6000 12 3 2d5+1 10 123-135 9000 11 2 2d6+1 11 136-147 11000 10 2 2d6+1 12 148-160 13000 9 2 2d7+1 13 161-172 16000 8 2 2d7+1 14 173-185 18000 7 1 2d8+1 15 186-197 21000 6 1 2d8+2 16 198-210 24000 5 1 2d8+2 17 211-222 28000 4 1 3d6+2 18 223-235 30000 3 0 3d6+2 19 236-247 35000 2 0 3d6+3 20 248-260 40000 1 0 3d6+4 Minor Demons 21 261-350 50000 0 -1 3d7+4 22 351-400 60000 0 -1 3d8+4 23 401-450 80000 0 -2 3d8+4 Shopkeepers 24 451-500 100000 0 -3 3d8+4 Guildmasters 25 501-550 130000 0 -4 4d6+4 26 551-600 155000 0 -6 4d6+4 Major Demons 27 601-650 200000 0 -7 4d6+4 Demigods 28 651-700 310000 0 -8 4d6+5 Lesser Gods 29 701-900 450000 0 -9 4d7+5 Demon Lords/Arch Devils 30 901-1000 600000 0 -10 4d8+5 Greater Gods *** OBJECT TYPES 1 Light 2 Scroll 3 Wand 4 Staff 5 Weapon 6 * Fireweapon - not implemented in standard diku 7 * Missile - not implemented in standard diku 8 Treasure 9 Armor 10 Potion 11 * Worn - not implemented in standard diku 12 Other 13 Trash 14 * Trap - not implemented in standard diku 15 Container 16 * Note - not implemented in standard diku 17 Drink Container 18 Key 19 Food 20 Money 21 * Pen - not implemented in standard diku 22 Boat *** OBJECT FLAGS 1 Glow - item glows 2 Hum - item hums 4 Dark - Not Implemented 8 Lock - Not Implemented 16 Evil - Not Implemented 32 Invis - item is invisible 64 Magic - item has a magic aura 128 Nodrop - item cannot be dropped 256 Bless - item is blessed 512 A-Good - not usable by good aligned. Not imp'ed in some versions. 1024 A-Evil - not usable by evil aligned. Not imp'ed in some versions. 2048 A-Neut - not usable by neutral aligned. Not imp'ed in some versions. *** WEAR FLAGS 1 Take - item is takeable (IMPORTANT!) 2 Finger 4 Neck 8 Body 16 Head 32 Legs 64 Feet 128 Hands 256 Arms 512 Shield 1024 About body - not always usable on some muds 2048 Waist 4096 Wrist 8192 Wield 16384 Hold 32768 Throw - not implemented *** OBJECT VALUES LIGHT (1) Value[0]: Not Used Value[1]: Not Used Value[2]: Number of hours the light can be used for. Zero hours means that the light has gone out. A negative number will create an eternal light source. Value[3]: Not Used SCROLL (2) Value[0]: Level of the spell on the scroll. Value[1]: Which spell (see 'Spell ID's below for more information on this) Value[2]: Which spell (unused spells should be set to -1) Value[3]: Which spell WAND (3) Value[0]: Level of spell in wand. Value[1]: Max Charges (1..X) Value[2]: Charges Left Value[3]: Which spell in wand (see 'Spell ID's below for more information) STAFF (4) Value[0]: Level of spell in staff. Value[1]: Max Charges (1..X) Value[2]: Charges Left Value[3]: Which spell in staff (see 'Spell ID's below for more information) WEAPON (5) Value[0]: Not Used Value[1]: Number of dice to roll for damage Value[2]: Size of dice to roll for damage Value[3]: The weapon type. Type is one of: NUMBER CATEGORY Message type 2 : Slash "whip/whips" 3 : Slash "slash/slashes" 6 : Bludgeon "crush/crushes" 7 : Bludgeon "pound/pounds" 11 : Pierce "pierce/pierces" TREASURE (8) [all values are 0...a treasure is an item with a high field, basically] ARMOR (9) Value[0]: The effective AC. A positive value is a bonus, a negative is a penalty. Value[1]: - Value[2]: - Value[3]: - POTION (10) Value[0]: Level of the spell in the potion. Value[1]: Which spell (see 'Spell ID's below for more information) Value[2]: Which spell (unused values should be set to -1) Value[3]: Which spell WORN (11) Value[0]: Protection from cold. Value[1]: Protection from hot. Value[2]: - Value[3]: - OTHER (12) [all values should be set to 0] TRASH (13) [all values should be set to 0] CONTAINER (15) Value[0]: Maximum weight the container can contain. Value[1]: Container flags: CLOSEABLE 1 PICKPROOF 2 CLOSED 4 LOCKED 8 Value[2]: The key vnum of the container. No lock = -1. Value[3]: Internal use for Corpses that must "rot". DRINK CONTAINER (17) Value[0]: Maximum drink-units the drink-container can contain. Value[1]: Number of drink-units that are left in the container. Value[2]: The type of liquid in the drink-container, one of: Type nr. Drunkness Fullness Thirst WATER 0 0 1 10 BEER 1 3 2 5 WINE 2 5 2 5 ALE 3 2 2 5 DARKALE 4 1 2 5 WHISKY 5 6 1 4 LEMONADE 6 0 1 8 FIREBREATH 7 10 0 0 LOCALSPC 8 3 3 3 SLIME 9 0 4 -8 MILK 10 0 3 6 TEA 11 0 1 6 COFFE 12 0 1 6 BLOOD 13 0 2 -1 SALTWATER 14 0 1 -2 COKE 15 0 1 5 The above values for drunkness/fullness/thirst are used per four "units" drunk. The values are expressed in HOURS! Example: Dragon empties a bottle (say 7 units) of saltwater. His Drunkness is not changed ((7/4)*0) His Fullness increases by ((7/4)*1) hours His Thirst increases by ((7/4)*-2) hours, thus making him More thirsty. The hours above are numbers between 0 and 24. 24 hours is maximum for drunkness/fullness/thirst. Value[3]: if this value is non-zero, then the drink is poisoned. KEY (18) Value[0]: The key-type. This value should be the same as the object number. Value[1]: - Value[2]: - Value[3]: - FOOD (19) Value[0]: The number of hours, that this food will fill the stomach Value[1]: - Value[2]: - Value[3]: If this value is non-zero, the food is poisoned. MONEY (20) Value[0]: The number of gold coins "in the pile of coins". Value[1]: - Value[2]: - Value[3]: - ITEM_BOAT (22) [all values should be set to 0] *** SPELL ID #'s ID # POTION SCROLL WAND STAFF ARMOR 1 Y Y Y N TELEPORT 2 Y Y Y Y BLESS 3 Y Y Y N BLINDNESS 4 Y Y Y Y BURNING_HANDS 5 N N N N CALL_LIGHTNING 6 Y Y N Y CHARM_PERSON 7 N Y N Y CHILL_TOUCH 8 N N N N CLONE 9 Y Y Y N COLOUR_SPRAY 10 N Y Y N CONTROL_WEATHER 11 N N N N CREATE_FOOD 12 N Y N N CREATE_WATER 13 N N N N CURE_BLIND 14 Y N N Y CURE_CRITIC 15 Y N N Y CURE_LIGHT 16 Y N N Y CURSE 17 Y Y N Y DETECT_EVIL 18 Y N N Y DETECT_INVISIBLE 19 Y N N Y DETECT_MAGIC 20 Y N N Y DETECT_POISON 21 Y Y N N DISPEL_EVIL 22 Y Y Y Y EARTHQUAKE 23 N Y N Y ENCHANT_WEAPON 24 N Y N N ENERGY_DRAIN 25 Y Y Y Y FIREBALL 26 N Y Y N HARM 27 Y N N Y HEAL 28 Y N N Y INVISIBLE 29 Y Y Y Y LIGHTNING_BOLT 30 N Y Y N LOCATE_OBJECT 31 N N N N MAGIC_MISSILE 32 N Y Y N POISON 33 Y N N Y PROTECT_FROM_EVIL 34 Y Y Y Y REMOVE_CURSE 35 Y Y N Y SANCTUARY 36 Y Y N Y SHOCKING_GRASP 37 N N N N SLEEP 38 Y Y Y Y STRENGTH 39 Y Y N Y SUMMON 40 N N N N VENTRILOQUATE 41 N N N N WORD_OF_RECALL 42 Y Y Y Y REMOVE_POISON 43 Y N N Y SENSE_LIFE 44 Y N N Y IDENTIFY *53* N Y N N *** OBJECT APPLIES 1 Strength 2 Dex 3 Int 4 Wis 5 Con 6 Gender - Internal use only... do not use. 7 Class - Internal use only... do not use. 8 Level - Internal use only... do not use. 9 Age 10 Weight 11 Height 12 Mana - adds to max value 13 Hitpoints - adds to max value 14 Move points - adds to max value 15 Gold - Internal use only... do not use. 16 Experience - Internal use only... do not use. 17 Armor Class 18 Hitroll - bonus/penalty to hit 19 Damage roll - bonus/penalty to damage done by user 20 Anti-Para - bonus/penalty to resistance roll 21 Anti-Rod - bonus/penalty to resistance roll 22 Anti-Petrify - bonus/penalty to resistance roll 23 Anti-Breath - bonus/penalty to resistance roll 24 Anti-Spell - bonus/penalty to resistance roll (most used) *** SHOP MESSAGES What the shopkeeper says when... 1)... he doesn't have that object to sell. 2)... the player doesn't have that object to sell. 3)... he doesn't buy that type of item. 4)... he doesn't have enough money to buy an object. 5)... the player doesn't have enough money to buy an object. 6)... he sells an object. 7)... he buys an object. *** TEMPERS Temper 1: Value [0] The shopkeeper spits at the player Value [1] The shopkeeper smokes a joint. Temper 2: Value [0] The shopkeeper warns the player, and attacks! Value [1] The shopkeeper insults the player, and no combat takes place. *** ZONE COMMANDS M O G E P D R *** POSITIONS IN THE ZONE FILE 0 Light 1 Right Finger 2 Left Finger 3 Neck (first slot) 4 Neck (second slot) 5 Body 6 Head 7 Legs 8 Feet 9 Hands 10 Arms 11 Shield 12 About Body 13 Waist 14 Right Wrist 15 Left Wrist 16 Wield 17 Hold *** DOOR STATES 0 Open 1 Closed 2 Closed and Locked Matrix C.A.W. 10/1/94