From: "Peter A. Denitto" [ Complete Builders Reference Manual for StrangeMUD ] by Iggy (MOB.REF) --------- [MOB] Positions [MOB] Sex POSITION_DEAD 0 NEUTRAL 0 MORTALLYW 1 MALE 1 INCAP 2 FEMALE 2 STUNNED 3 SLEEPING 4 RESTING 5 SITTING 6 FIGHTING 7 DON'T USE STANDING 8 [MOB] Action Flags [MOB] Affect Flags a SPEC 1 a BLIND 1 DON'T USE b SENTINEL 2 b INVISIBLE 2 c SCAVENGER 4 c DETECT_EVIL 4 d ISNPC 8 DON'T USE d DETECT_INVIS 8 e NICE_THIEF 16 e DETECT_MAGIC 16 f AGGRESSIVE 32 f SENSE_LIFE 32 g STAY_ZONE 64 g HOLD 64 ??? h WIMPY 128 h SANCTUARY 128 i AGGR_EVIL 256 i GROUP 256 DON'T USE j AGGR_GOOD 512 j CURSE 512 DON't USE k AGGR_NEUTRAL 1024 k INFRARED 1024 l MEMORY 2048 l POISON 2048 DON'T USE m HELPER 4096 m PROTECT_EVIL 4096 n SWITCHING 8192 n PARALYSIS 8192 DON'T USE o VENGEFUL 16384 o HAS_BOAT 16384 p NO_SUMMON 32768 p FLY 32768 q EVIL_SCAV 65536 q SLEEP 65536 DON'T USE r HUNTER 131072 r DETECT_GOOD 131072 s MIME 262144 s SNEAK 262144 t NO_SLEEP 524288 t HIDE 524288 u NO_TRACK 1048576 u ABEL PROT. 1048576 ??? v CHARM 2097152 DON'T USE w FOLLOW 4194304 DON'T USE NOTE: x WIMPY 8388608 ??? WIMPY+AGGR == MOB attacks y RESIST_COLD 16777216 sleeping players z RESIST_HEAT 33554432 =============================================================================== (MOBSTDRD.REF) -------------- LEVEL THAC0 AC HP DAMAGE EXPERIENCE GOLD COINS(???) ******************************************************************************* 0 20 10 1d8+0 1d5+0 42 0 1 1 20 10 1d13+11 1d6+0 170 2 4 2 19 9 1d14+24 1d7+0 340 3 6 3 18 8 1d13+39 1d8+0 595 5 10 4 17 7 1d14+52 1d10+0 1020 10 20 5 16 6 1d13+67 2d5+0 1530 15 30 6 15 5 1d14+79 1d10+1 2550 25 50 7 14 4 1d13+99 2d5+1 3825 38 76 8 13 4 1d14+116 2d6+1 6375 63 126 9 12 4 1d13+132 2d6+1 10200 102 204 10 11 3 1d14+154 2d8+1 15300 153 306 11 10 3 1d13+176 2d8+1 18700 187 374 12 9 3 1d13+198 2d9+1 22100 221 442 13 8 2 1d13+220 2d9+1 27200 272 544 14 7 2 1d14+253 2d10+1 30600 306 612 15 6 2 1d13+286 2d10+3 37500 375 750 16 5 1 1d14+319 2d10+3 40800 408 816 17 4 1 1d13+363 3d8+3 47600 476 952 18 3 1 1d14+407 3d8+3 51000 510 1,020 19 2 0 1d13+451 3d8+4 59500 595 1,190 20 1 0 1d14+506 3d8+5 68000 680 1,360 21 1 0 4d11+561 3d9+5 85000 850 1,700 22 1 -1 6d11+616 3d10+5 102000 1,020 2,040 23 1 -1 6d11+693 3d10+5 136000 1,360 2,720 24 1 -1 6d11+659 3d10+5 170000 1,700 3,400 25 1 -2 6d11+825 4d8+5 212000 2,120 4,240 26 1 -2 6d11+908 4d8+5 272000 2,720 5,440 27 1 -2 6d11+990 4d8+6 340000 3,400 6,800 28 1 -3 6d11+1100 4d8+6 425000 4,250 8,500 29 1 -3 6d11+1210 4d8+6 450000 4,500 9,000 30 1 -3 6d11+1320 4d8+6 680000 6,800 13,600 31 1 -4 6d13+1485 5d8+8 850000 8,500 17,000 32 1 -4 7d11+1650 5d8+8 1020000 10,200 20,400 33 1 -4 7d13+1815 5d8+8 1190000 11,900 23,800 34 1 -5 8d11+1980 5d8+9 1360000 13,600 27,200 35 1 -5 8d13+2200 5d8+9 1530000 15,300 30,600 36 1 -5 9d11+2420 5d8+11 1700000 17,000 34,000 37 1 -6 9d13+2640 6d8+11 1955000 19,550 39,100 38 1 -6 11d11+2860 6d8+11 2210000 22,100 44,200 39 1 -6 11d11+3080 6d8+13 2465000 24,650 49,300 40 1 -7 11d11+3300 6d8+13 2720000 27,200 54,400 41 0 -7 11d13+3630 6d8+13 2975000 29,750 59,500 42 0 -7 11d13+3960 6d9+14 3230000 32,300 64,600 43 0 -8 11d13+4290 6d9+14 3570000 35,700 71,400 44 0 -8 11d17+4620 6d9+14 3825000 38,250 76,500 45 0 -8 11d17+4950 6d9+15 4080000 40,800 81,600 46 0 -9 11d17+5280 6d9+15 4335000 43,350 86,700 47 0 -9 11d22+5610 6d9+15 4590000 45,900 91,800 48 0 -9 11d22+5940 6d9+17 4930000 49,300 98,600 49 0 -10 11d22+6270 6d9+17 5270000 52,700 105,400 50 0 -10 16d22+6600 6d10+18 5610000 56,100 112,200 =============================================================================== (MOB_PROG.REF) -------------- trigger argument and what must happen to activate trigger ----------------------------------------------------------------------------- act_prog WORDLIST or P WORD_PHRASE to match from act() to mobile bribe_prog INTEGER amount of miminum gold amount given to mobile entry_prog PERCENT chance to check when mobile moves to a new room give_prog FULL OBJECT NAME or ALL to match when obj given to mobile greet_prog PERCENT chance to check if visable char enters mobile's room all_greet_prog PERCENT chance to check when any char enters mobile's room fight_prog PERCENT chance to check at fight_pulse if mobile is fighting hitprcnt_prog PERCENT lower than mobiles hit/max_hit if mobile is fighting death_prog PERCENT chance to check after mobile has been slain rand_prog PERCENT chance to check whenever a PC is in the mobiles zone speech_prog WORDLIST or P WORD_PHRASE to match in dialogue to mobile variable mobile actor victim random object 2nd_object ----------------------------------------------------------------------------- name $i $n $t $r $o $p shrt_desc/title $I $N $T $R $O $P he/she/it $j $e $E $J -- -- his/hers/its $l $s $S $L -- -- him/her/it $k $m $M $K -- -- a/an -- -- -- -- $a $A ifcheck argument? meaning ----------------------------------------------------------------------------- rand(num) Is a random percentage less than or equal to num isnpc($*) Is $* an NPC ispc($*) Is $* a PC isgood($*) Does $* have a good alignment isevil($*) Does $* have an evil alignment isneutral($*) Does $* have a neutral alignment isfight($*) Is $* fighting isimmort($*) Is the level of $* greater than max_mortal ischarmed($*) Is $* affected by charm isfollow($*) Is $* a follower with their master in the room isaffected($*) & integer Is ($*->affected_by & integer) true (person only) hitprcnt($*) == percent Is the hit/max_hit of $* equal to percent inroom($*) == integer Is the room of $* equal to integer (person only) sex($*) == integer Is the sex of $* equal to integer position($*) == integer Is the position of $* equal to integer level($*) == integer Is the level of $* equal to integer class($*) == integer Is the class of $* equal to integer goldamt($*) == integer Does $* have a gold total equal to integer objtype($*) == integer Is the type of $* equal to integer (armor,boat,etc) objval#($*) == integer Is $*->value[#] equal to integer (# from 0-3) number($*) == integer Is the vnum of $* equal to integer name($*) == string Is the name of $* equal to string mexists(vnum) == integer Does MOB exist oexists(vnum) == integer Does OBJ exist (Checks LIMITED items/Rentfile) weather($*) == integer Is the weather type equal to integer (0-3) time($*) == integer Is the time equal to integer (0-23 military time) age($*) == integer Is the age of $* equal to integer MOBcommand argument_list MOBcommand argument_list ----------------------------------------------------------------------------- MPSTAT MPASOUND MPJUNK MPECHO MPMLOAD MPECHOAT MPOLOAD MPECHOAROUND MPKILL MPPURGE [argument] MPGOTO MPAT MPTRANSFER [location] MPFORCE =============================================================================== (OBJ.REF) --------- [OBJ] Type Flags [OBJ] Extra Flags [OBJ] Modifiers LIGHT 1 a GLOW 1 NONE 0 SCROLL 2 b HUM 2 STR 1 WAND 3 c DARK 4 DEX 2 STAFF 4 d LOCK 8 INT 3 WEAPON 5 e EVIL 16 WIS 4 FIREWEAPON 6 f INVISIBLE 32 CON 5 MISSILE 7 g MAGIC 64 SEX 6 DON'T USE TREASURE 8 h NODROP 128 CLASS 7 DON'T USE ARMOR 9 i BLESS 256 LEVEL 8 DON'T USE POTION 10 j ANTI_GOOD 512 AGE 9 WORN 11 k ANTI_EVIL 1024 CHAR_WEIGHT 10 OTHER 12 l ANTI_NEUTRAL 2048 CHAR_HEIGHT 11 TRASH 13 m NO_RENT 4096 MANA 12 TRAP 14 n NO_DONATE 8192 HIT 13 CONTAINER 15 o NO_INVIS 16384 MOVE 14 NOTE 16 p LIMITED 32768 GOLD 15 DON'T USE DRINKCON 17 q NO_REMOVE 65536 EXP 16 DON'T USE KEY 18 r DONATED 131072 AC 17 FOOD 19 s POISONED 262144 ARMOR 17 MONEY 20 t ENCHANTED 524288 HITROLL 18 PEN 21 u CURSED 1048576 DAMROLL 19 BOAT 22 v 2_HANDED_WEAPON 2097152 SAVING_PARA 20 FOUNTAIN 23 w ANTI_MAGIC_USER 4194304 SAVING_ROD 21 MUTER 24 x ANTI_CLERIC 8388608 SAVING_PETRI 22 LOCKPICK 25 y ANTI_THIEF 16777216 SAVING_BREATH 23 z ANTI_WARRIOR 33554432 SAVING_SPELL 24 A GOD_ITEM 67108864 [OBJ] Liquid Types [OBJ] Wear Flags [OBJ] Container Values WATER 0 TAKE 1 CLOSEABLE 1 BEER 1 FINGER 2 PICKPROOF 2 WINE 2 NECK 4 CLOSED 4 ALE 3 BODY 8 LOCKED 8 DARKALE 4 HEAD 16 WHISKY 5 LEGS 32 LEMONADE 6 FEET 64 FIREBRT 7 HANDS 128 LOCALSPC 8 ARMS 256 SLIME 9 SHIELD 512 MILK 10 ABOUT 1024 TEA 11 WAISTE 2048 COFFE 12 WRIST 4096 BLOOD 13 WIELD 8192 SALTWATER 14 HOLD 16384 CLEARWATER 15 THROW 32768 WATER_OF_LIFE 16 =============================================================================== (OBJ_TYPE.REF) -------------- ITEM_LIGHT (1) Value[0]: - Value[1]: - 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]: - ITEM_SCROLL (2) Value[0]: Level of the spell on the scroll. Value[1]: Which spell (see list somewhere around the end of file) Value[2]: Which spell Value[3]: Which spell The values(1-3) are three (or less) different spells, mixed 'on' the scroll. Unused spells should be set to -1. ITEM_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 list somewhere around the end of file) ITEM_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 list somewhere around the end of file) ITEM_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" 10 : Blast "blast/blasts" 11 : Pierce "pierce/pierces" 12 : Pierce "pierce/pierces" No Backstab New types can be added as needed. ITEM_FIREWEAPON (6) Value[0]: Fire Weapon Type (# of missiles that can be loaded) Value[1]: Number of dice to roll for damage Value[2]: Size of dice to roll for damage Value[3]: - ITEM_MISSILE (7) Value[0]: Missile Type Value[1]: Number of dice to roll for damage Value[2]: Size of dice to roll for damage Value[3]: - ITEM_TREASURE (8) Value[0]: - Value[1]: - Value[2]: - Value[3]: - ITEM_ARMOR (9) Value[0]: The effective AC. >0 enhances the armour class. <0 reduces the armour class (cursed armour for example). Value[1]: - Value[2]: - Value[3]: - ITEM_POTION (10) Value[0]: Level of the spell in the potion. Value[1]: Which spell (Listed elsewhere in this file) Value[2]: Which spell Value[3]: Which spell The values(1-3) are three (or less) different spells, mixed in the potion. Unused spells should be set to -1. Eg. Value 0 : 30 (Level) Value 1 : 27 (Harm) Value 2 : 17 (Curse) Value 3 : 4 (Blindness) (* Don't drink this - It's bad for your health! *) ITEM_WORN (11) Value[0]: - Value[1]: - Value[2]: - Value[3]: - ITEM_OTHER (12) Value[0]: - Value[1]: - Value[2]: - Value[3]: - ITEM_TRASH (13) Value[0]: - Value[1]: - Value[2]: - Value[3]: - ITEM_TRAP (14) Value[0]: - Value[1]: - Value[2]: - Value[3]: - ITEM_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 item-number of the object which can open the object. -1 means no lockability. Value[3]: Internal use for Corpses that must "rot". ITEM_NOTE (16) Value[0]: Tongue (language of writing). Not yet used. Value[1]: - Value[2]: - Value[3]: - ITEM_DRINKCON (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. Effect Drunkness Fullness Thirst LIQ_WATER 0 0 1 10 LIQ_BEER 1 3 2 5 LIQ_WINE 2 5 2 5 LIQ_ALE 3 2 2 5 LIQ_DARKALE 4 1 2 5 LIQ_WHISKY 5 6 1 4 LIQ_LEMONADE 6 0 1 8 LIQ_FIREBRT 7 10 0 0 LIQ_LOCALSPC 8 3 3 3 LIQ_SLIME 9 0 4 -8 LIQ_MILK 10 0 3 6 LIQ_TEA 11 0 1 6 LIQ_COFFE 12 0 1 6 LIQ_BLOOD 13 0 2 -1 LIQ_SALTWATER 14 0 1 -2 LIQ_CLEARWATER 15 0 0 13 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. When hours are zero for any drunkness/fullness/thirst the person will be sober, hungry, or thirsty respectively. Value[3]: if this value is non-zero, then the drink is poisoned. ITEM_KEY (18) Value[0]: The key-type. This value must match the lock-type the door that the key can open. Value[1]: Breaking Percentage if a positive number is put in here, that is the chance of breaking out of a hundred on each use. Putting in a value of 0 means it won't break for this reason Value[2]: Number of Uses (Charges) if its a postive number, then the key will break after that number of uses. If its 0, or a negative number, it will not break from this cause. Value[3]: - ITEM_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. ITEM_MONEY (20) Value[0]: The number of gold coins "in the pile of coins". Value[1]: - Value[2]: - Value[3]: - ITEM_PEN (21) Value[0]: - Value[1]: - Value[2]: - Value[3]: - ITEM_BOAT (22) Value[0]: - Value[1]: - Value[2]: - Value[3]: - ITEM_FOUNTAIN (23) 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; definitions are the same as for ITEM_DRINKCON. Value[3]: Drink is posioned if non-zero. ITEM_MUTER (24) Value[0]: - Value[1]: - Value[2]: - Value[3]: - ITEM_LOCKPICK (25) Value[0]: Amount it will increase skill at lock picking when help (0 - 100) Value[1]: Breaking Percentage if a positive number is put in here, that is the chance of breaking out of a hundred percent on each use. Putting in a value of 0 means it won't break for this reason. Value[2]: Number of Uses (Charges) if its a postive number, then the lock pick will break after that number of uses. If its 0, or a negative number, it will not break from this cause. Value[3]: - =============================================================================== (SPEC_ATT.REF) -------------- [MOB] Special Attacks 1 Acid Breath (Affects Worn OBJ_TYPE_ARMOR Only) Strength Affects Who What Equipment 1- 50 Random Player One Object per Attack 51-100 Random Player All Objects on Player 101-150 All Players One Object per Player 151-200 All Players All Objects on All Players For 101-200 STR; Chance of attempting breath is as follows: 50+(str_level-100) == Chance 2 Fire Breath (Affects Worn/Inventory POTIONS, SCROLLS, WANDS, STAVES) Strength Affects Who What Equipment 1- 50 Random Player One Object per Attack 51-100 All Players One Object per Attack 3 Frost Breath (Affects Worn/Inventory POTIONS, FOOD, DRINK_CONTAINERS) Strength Affects Who What Equipment 1- 50 Random Player One Object per Attack 51-100 All Players One Object per Attack 4 EQ Destruction (Affects Worn EQ Only) Strength Affects Who What Equipment 1- 50 Victim Only One Object per Attack 51-100 Victim Only All Objects on Victim 5 Lightning Breath (Affects Worn/Inventory LIGHTS, TREASURES, KEYS, BOATS, LOCKPICKS) Strength Affects Who What Equipment 1- 50 Random Player One Object per Attack 51-100 All Players One Object per Attack NOTE: Random Player means that it will attempt to use the special attack against any player in the room that is fighting the mobile. All Players means that it will attempt to use the special attack against all the players in the room that are fighting the mobile. [MOB] Special Attacks: Display Messages 1) Message displayed to other characters in the room when victim is hit by Special Attack. 2) Message displayed to other characters in the room when the victim makes a save for half damage against the Special Attack. 3) Message displayed to other characters in the room when victim's eq is destroyed by Special Attack. NOTE: The Special Attack Display Messages are only used in cases 1-3, and 5. Case 4 (Eq Destroying) does not use the user defined Attack Messages. Even though, in Case 4 you must include the 3 ~'s. [MOB] Special Attacks: Syntax Comes directly after Multiple Attacks in .MOB file. S <% chance> ~ ~ ~ Sample: S 2 30 30 $n melts $N as $e breaths fire on $S.~ $N dodges $n's fireball.~ $N loses $p as it melts from $n's fireball.~ All normal $ variables can be used. $n == actor short description $N == victim name $o == object name $p == object short description $a == object (a or an) ...etc... =============================================================================== (SPELLS.REF) ------------ Spells List POTION STAFF 1 ARMOR 1 ARMOR 2 TELEPORT 2 TELEPORT 3 BLESS 3 BLESS 4 BLINDNESS 4 BLINDNESS 6 CALL LIGHTNING 6 CALL LIGHTNING 14 CURE BLIND 7 CHARM PERSON 15 CURE CRITIC 14 CURE BLIND 16 CURE LIGHT 15 CURE CRITIC 17 CURSE 16 CURE LIGHT 18 DETECT EVIL 17 CURSE 19 DETECT INVISIBLE 18 DETECT EVIL 20 DETECT MAGIC 19 DETECT INVISIBLE 21 DETECT POISON 20 DETECT MAGIC 22 DISPEL EVIL 22 DISPEL EVIL 25 ENERGY DRAIN 23 EARTHQUAKE 27 HARM 25 ENERGY DRAIN 28 HEAL 28 HEAL 29 INVISIBLE 29 INVISIBLE 33 POISON 33 POISON 34 PROTECT FROM EVIL 34 PROTECT FROM EVIL 35 REMOVE CURSE 35 REMOVE CURSE 36 SANCTUARY 36 SANCTUARY 38 SLEEP 38 SLEEP 39 STRENGTH 39 STRENGTH 42 WORD OF RECALL 42 WORD OF RECALL 43 REMOVE POISON 43 REMOVE POISON 44 SENSE LIFE 44 SENSE LIFE 55 FEAR 55 FEAR 61 AIR SHIELD 61 AIR SHIELD 66 FULL HEAL 65 MASS SANCTUARY 67 REVITALIZE 66 FULL HEAL 68 BARKSKIN 67 REVITALIZE 69 DETECT GOOD 68 BARKSKIN 70 MASS RECALL 69 DETECT GOOD 71 MASS TELEPORT 70 MASS RECALL 74 WALK ON WATER 71 MASS TELEPORT 76 STONE 72 ICE BLAST 82 PARALYZE 73 ICE STORM 84 HASTE 74 WALK ON WATER 88 REGENERATE 82 PARALYZE 94 FAERIE FIRE 83 PEACE 97 WEB 84 HASTE 124 DISPEL MAGIC 88 REGENERATE 127 RESIST COLD 94 FAERIE FIRE 128 RESIST HEAT 97 WEB 132 FLY 123 AURA BLAST 127 RESIST COLD 128 RESIST HEAT 132 FLY 134 SUNRAY 135 GROUP HEAL 136 ABEL PROTECTION SCROLL WAND 1 ARMOR 1 ARMOR 2 TELEPORT 2 TELEPORT 3 BLESS 3 BLESS 4 BLINDNESS 4 BLINDNESS 6 CALL LIGHTNING 7 CHARM 7 CHARM PERSON 10 COLOUR SPRAY 10 COLOUR SPRAY 22 DISPEL EVIL 12 CREATE FOOD 24 ENCHANT WEAPON 17 CURSE 25 ENERGY DRAIN 21 DETECT POISON 26 FIREBALL 22 DISPEL EVIL 27 HARM 23 EARTHQUAKE 28 HEAL 24 ENCHANT WEAPON 29 INVISIBLE 25 ENERGY DRAIN 30 LIGHTNING BOLT 26 FIREBALL 32 MAGIC MISSILE 29 INVISIBLE 34 PROTECTION FROM EVIL 30 LIGHTNING BOLT 36 SANCTUARY 32 MAGIC MISSILE 38 SLEEP 34 PROTECT FROM EVIL 42 WORD OF RECALL 35 REMOVE CURSE 43 REMOVE POISON 36 SANCTUARY 54 ANIMATE DEAD 38 SLEEP 55 FEAR 39 STRENGTH 61 AIR SHIELD 42 WORD OF RECALL 66 FULL HEAL 53 IDENTIFY 67 GUST OF WIND 54 ANIMATE DEAD 68 BARKSKIN 55 FEAR 72 ICE BLAST 61 AIR SHIELD 73 ICE STORM 65 MASS SANCTUARY 74 WALK ON WATER 68 BARKSKIN 76 STONE 70 MASS RECALL 82 PARALYZE 71 MASS TELEPORT 84 HASTE 72 ICE BLAST 88 REGENERATE 73 ICE STORM 94 FAERIE FIRE 74 WALK ON WATER 97 WEB 76 STONE 123 AURA BLAST 82 PARALYZE 124 DISPEL MAGIC 84 HASTE 127 RESIST COLD 88 REGENERATE 128 RESIST HEAT 94 FAERIE FIRE 132 FLY 97 WEB 133 RECHARGE 98 ENCHANT ARMOR 134 SUNRAY 122 CONJURE ELEMENTAL 135 GROUP HEAL 124 DISPEL MAGIC 136 ABEL PROTECTION 127 RESIST COLD 128 RESIST HEAT 131 RELOCATE 132 FLY 133 RECHARGE 134 SUNRAY 135 GROUP HEAL 136 ABEL PROTECTION =============================================================================== (WEIGHTS.REF) ------------- [OBJ] Weapons & Carrying Capacity [OBJ] Weapon Types STR Max. Weight. Capacity # Category Message Types --- ------------ -------- 0 Whip 0 0 0 1 Whip 1 1 3 2 Slash whip/whips 2 2 3 3 Slash slash/slashes 3 3 10 4 Crush 4 4 25 5 Crush 5 5 55 6 Bludgeon crush/crushes 6 6 80 7 Bludgeon pound/pounds 7 7 90 8 Blast 8 8 100 9 Blast 9 9 100 10 Blast blast/blasts 10 10 115 11 Pierce pierce/pierces 11 11 115 12 No_BS_Pierce pierce/pierces 12 12 140 13 13 140 [OBJ] Fire Weapon Types 14 14 170 15 15 170 ????? 16 16 195 17 18 220 [OBJ] Missile Types 18 20 255 18/01..50 22 280 ????? 18/51..75 24 305 18/76..90 26 330 18/91..99 28 380 18/100 30 480 [OBJ] Armor Weights & Class Capacities STR Needed Monk(*) Mage Thief Cleric Ranger(*) Warrior 0 5 10 40 65 75 100 1 6 11 41 66 76 101 2 7 12 42 67 77 102 3 8 13 43 68 78 103 4 9 14 44 69 79 104 5 10 15 45 70 80 105 6 11 16 46 71 81 106 7 12 17 47 72 82 107 8 13 18 48 73 83 108 9 14 19 49 74 84 109 10 15 20 50 75 85 110 11 16 21 51 76 86 111 12 17 22 52 77 87 112 13 18 23 53 78 88 113 14 19 24 54 79 89 114 15 20 25 55 80 90 115 16 21 26 56 81 91 116 17 22 27 57 82 92 117 18 23 28 58 83 93 118 18/10 25 30 60 85 95 120 18/20 27 32 62 87 97 122 18/30 29 34 64 89 99 124 18/40 31 36 66 91 101 126 18/50 33 38 68 93 103 128 18/60 35 40 70 95 105 130 18/70 37 42 72 97 107 132 18/80 39 44 74 99 109 134 18/90 41 46 76 101 111 136 18/100 43 48 78 103 113 138 =============================================================================== (WLD.REF) --------- [WLD] Room Flags [WLD] Sector Types [ZON] Wear Flags a DARK 1 INSIDE 0 LIGHT 0 b DEATH 2 CITY 1 FINGER_R 1 c NO_MOB 4 FIELD 2 FINGER_L 2 d INDOORS 8 FOREST 3 NECK_1 3 e HOSTILE 16 HILLS 4 NECK_2 4 f NO_RECALL 32 MOUNTAIN 5 BODY 5 g NO_SUMMON 64 WATER_SWIM 6 HEAD 6 h NO_MAGIC 128 WATER_NOSWIM 7 LEGS 7 i TUNNEL 256 FEET 8 j PRIVATE 512 [WLD] Door Flags HANDS 9 k GODROOM 1024 ARMS 10 l BFS_MARK 2048 DON'T USE 0 NO DOOR 0 SHIELD 11 m NO_CAMP 4096 a IS DOOR 1 ABOUT 12 n ROOM_HOT 8192 b PICKPROOF 2 WAISTE 13 o ROOM_COLD 16384 c MEDIUM PICK 4 WRIST_R 14 p ROOM_TP 32768 d HARD PICK 8 WRIST_L 15 q ROOM_NOKILL 65536 e SECRET 16 WIELD 16 HOLD 17 [MOB_PROG] Weather Types [MOB_PROG] Times of Day 0 Cloudless 1 Cloudy 0 Midnight 12 Noon 2 Rainy 5 Sunrise 21 Sundown 3 Lightning 6 Day Break 22 Nightfall =============================================================================== (ZON.REF) --------- [Reset Modes] 0 No Reset 1 Reset when Empty 2 Always Reset M == Load MOBile M O == Load OBJect O G == Give OBJect > MOBile G E == Equip MOBile with OBJect E P == Put OBJect in OBJect P D == Set Door state D 0 = Open 1 = Closed 2 = Closed and Locked R == Remove OBJect from Room R F == Remove MOBile from Room F =============================================================================== [ Complete Builders Formula Reference for StrangeMUD ] by Iggy (FORMULA.MOB) ------------- [MOB] 'L'azy MOBile Format # ~ ~ ~ ~ L {MOBile Programs(optional)} M {Multiple Attacks(optional)} S {Special Attacks(optional)} ~ ~ ~ W {Switching(optional)} ~ [END] Information At the very end of the .MOB file the following must be added: #99999 $~ ----------------------------------------------------------------------------- [MOB] 'S'imple MOBile Format # ~ ~ ~ ~ S {MOBile Programs(optional)} M {Multiple Attacks(optional)} S {Special Attacks(optional)} ~ ~ ~ W {Switching(optional)} ~ [END] Information At the very end of the .MOB file the following must be added: #99999 $~ ----------------------------------------------------------------------------- [MOB] 'D'etailed MOBile Format # ~ ~ ~ ~ D {MOBile Programs(optional)} M {Multiple Attacks(optional)} S {Special Attacks(optional)} ~ ~ ~ W {Switching(optional)} ~ [END] Information At the very end of the .MOB file the following must be added: #99999 $~ =============================================================================== (FORMULA.OBJ) ------------- [OBJ] Formula # ~ ~ ~ ~ {extra descriptions(optional)} E ~ ~ "Any new extra descriptions must begin with the 'E'...There is no real limit on extra descriptions, save memory requirements." {Affection flags(optional) *2 max affections possible*} A [END] Information At the very end of the .MOB file the following must be added: #99999 $~ =============================================================================== (FORMULA.WLD) ------------- [WLD] Formula # ~ ~ {direction fields(optional)} D ~ {door keyword(s) == (if door)}~ "There is a maximum of six exits per room(of course); Each direction may appear only once." {extra description(s)(optional)} E ~ ~ "Any new extra descriptions must begin with the 'E'...There is no real limit on extra descriptions, save memory requirements." S [END] Information At the very end of the .MOB file the following must be added: #99999 $~ =============================================================================== (FORMULA.ZON) ------------- [ZON] Formula # ~ {command(s) table == this is where you place objects and mobiles into the world (commands shown below)} S #99999 $~ [ZON] Commands D E F G M O P R D == Door State E == Equip MOBile F == Remove MOBile from Room G == Give OBJect to MOBile M == Load MOBile O == Load OBJect P == Put OBJect(1) in OBJect(2) R == Remove OBJect from Room =============================================================================== [ Complete Builders Sample Reference for StrangeMUD ] by Iggy (SAMPLE.MOB) ------------ [MOB] 'L'azy MOBile Sample #3000 Puff dragon~ Puff the Magic Dragon~ Puff the Magic Dragon is smoking a cigar here. ~ Puff has a huge cigar in his mouth. He is blowing smoke rings directly into your face. ~ begn hkz 1000 L 50 10000 5600000 8 8 1 >all_greet_prog 50~ if isimmort($n) or isnpc($n) break else MPECHOAT $n $I greets you with a smile and blows smoke in your face. MPECHOAROUND $n $I greets $n with a smile and blows smoke in $s face. endif ~ | M 3 75 0 S 2 15 10 $n breathes fire and smoke rings all over $N.~ $n breathes a smoke ring at $N.~ $p goes up in smoke as $n breathes fire on $N.~ W 10 $n bumps heads with $N.~ #99999 $~ ----------------------------------------------------------------------------- [MOB] 'S'imple MOBile Sample #3000 Puff dragon~ Puff the Magic Dragon~ Puff the Magic Dragon is smoking a cigar here. ~ Puff has a huge cigar in his mouth. He is blowing smoke rings directly into your face. ~ begn hkz 1000 S 50 0 -10 16d22+6600 6d10+18 10000 5600000 8 8 1 >all_greet_prog 50~ if isimmort($n) or isnpc($n) break else MPECHOAT $n $I greets you with a smile and blows smoke in your face. MPECHOAROUND $n $I greets $n with a smile and blows smoke in $s face. endif ~ | M 3 75 0 S 2 15 10 $n breathes fire and smoke rings all over $N.~ $n breathes a smoke ring at $N.~ $p goes up in smoke as $n breathes fire on $N.~ W 10 $n bumps heads with $N.~ #99999 $~ ----------------------------------------------------------------------------- [MOB] 'D'etailed MOBile Sample #3000 Puff dragon~ Puff the Magic Dragon~ Puff the Magic Dragon is smoking a cigar here. ~ Puff has a huge cigar in his mouth. He is blowing smoke rings directly into your face. ~ begn hkz 1000 D 50 0 -10 16d22+6600 6d10+18 500 600 0 500 750 10000 5600000 8 8 1 11 18 15 11 11 30 30 30 4 30 >all_greet_prog 50~ if isimmort($n) or isnpc($n) break else MPECHOAT $n $I greets you with a smile and blows smoke in your face. MPECHOAROUND $n $I greets $n with a smile and blows smoke in $s face. endif ~ | M 3 75 0 S 2 15 10 $n breathes fire and smoke rings all over $N.~ $n breathes a smoke ring at $N.~ $p goes up in smoke as $n breathes fire on $N.~ W 10 $n bumps heads with $N.~ #99999 $~ =============================================================================== (SAMPLE.OBJ) ------------ [OBJ] OBJect Sample #3000 cigar~ a cigar~ A thick, smelly cigar is lying on the floor here.~ ~ 12 a 16385 0 0 0 0 1 100 10 E cigar~ You can smell it a mile away. It is still burning brightly at one end. ~ A 4 2 A 23 3 #99999 $~ =============================================================================== (SAMPLE.WLD) ------------ [WLD] WorLD Sample #3000 Puff's Alcove~ You are in a huge cavern. This cavern appears to be the lair of a very large dragon. There are piles upon piles of jewels, gold pieces and other treasures lying all around the lair. ~ 30 adfm 1 D0 A huge gaping hole in the wall exits out into the forest. ~ ~ 0 0 3001 E treasures gold jewels~ The gold and jewels glitter brightly. Your temptation to take the treasure and run is overwhelming. ~ S #99999 $~ =============================================================================== (SAMPLE.ZON) ------------ [ZON] ZONe Sample #30 Puff's Alcove~ 3099 30 2 * M 0 3000 1 3000 (mob) Puff the Magic Dragon E 1 3000 1 17 (hold) a cigar * S #99999 $~ ===============================================================================