Area Building Documentation: Items
The Items Section
#ITEM 100 |
// Vnum 100 |
|
"name of object" |
|
// name |
"short description" |
// short description |
"description" |
// description when you look at it |
"Mat" |
// material of
object |
50 100 1000 80 |
// lvl 50, wgt 100, value 1000 cond 80% |
Type |
"scroll" 50 "fireball" |
// See explanation below |
// Optional information as follows.
// If not specified, the defaults are the values
show here. |
|
Wear |
"" |
// Wear
flags |
Att |
"" |
// Attributes |
#END |
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Valid Wear:
"take" "finger" "neck" "body" "head" "legs" "feet" "hands" "arms"
"shield" "about" "waist" "wrist" "wield" "hold"
Example:
Wear "take"
"neck"
Valid Attributes:
"glow" |
- gives a (Glow) |
"hum" |
- gives a (Humming) |
"rot" v0 |
- rot slowly and disintegrates after
time v0 ticks |
"hit" |
- modifies hitpoints |
"mana" |
- modifies mana |
"move" |
- modifies movement |
"hitroll" |
- modifies hitroll |
"damroll" |
- modifies damroll |
"invis" |
- item is invisible |
"save" |
- modifies save vs spell |
"ac" |
- modifies armor class |
"str" |
- modifies strength |
"int" |
- modifies intelligence |
"wis" |
- modifies wisdom |
"dex" |
- modifies dexterity |
"con" |
- modifies constitution |
Type of Item:
The type of item is slightly more complicated whereby explanation
of each value would be neccessary. Each item has v0 to v4 like in
ROM/Merc. However, since not all values are needed (depending on
the item type), there is no need to assign values to each of them.
The various types of items are: weapon, wand,
staff, fountain, bottle,
pill, potion, scroll,
armor, money, container,
light, treasure, trash,
key, food, boat.
Type "weapon" WEAPON_TYPE DAM_MES DAM_TYPE
Example:
Type "weapon" "sword"
"Fire of Fury" "fire"
Remember to put
Mat "(type
of material)"
This is a sword which does fire damage with "Fire of Fury" as its
message.
WEAPON_TYPE can be "dagger" "sword" "2hsword" "mace" "spear"
"axe" "flail" "whip" "polearm" "bow" "dart"
DAM_MES can be any string.
DAM_TYPE - see Type of Damage in Mobile section
Note: You cannot specify the damage of the weapon anymore. It
will be calculated according to the WEAPON_TYPE.
Type "wand" LEVEL CHARGE MAXCHARGE SPELL
Type "staff" LEVEL CHARGE MAXCHARGE SPELL
Example:
Type "staff" 50 3
5 "lightning"
This is a staff which casts level 50 lightning with 3 out of 5 charges
left.
Type "fountain" LIQUID_TYPE
Type "bottle" LIQUID_TYPE
Example:
Type "bottle" "beer"
3 5
This is a water bottle which contains beer and has 3 more drinks
out of 5.
LIQUID_TYPE is listed in data.txt:
"water" "beer" "wine" "ale" "dark ale" "whisky" "lemonade" "firebreather"
"local specialty" "slime juice" "milk" "tea" "coffee" "blood" "salt
water" "gummy juice"
Can expand as required. Just send us the specification of the liquid
type. Liquids have 7 attributes: color, thirst, hunger, drunk, hp,
mana, move.
(Example: "wine" "rose" 5 2 5 0 5 0)
Type "pill" LEVEL SPELL1 SPELL2...
Type "potion" LEVEL SPELL1 SPELL2...
Type "scroll" LEVEL SPELL1 SPELL2...
Example:
Type "scroll" 50
"fireball" "fireball"
This is a scroll which casts 2 level 50 fireballs.
Type "armor" "material"
Example:
Type "armor" "wooden"
This is an armor made of wood. Material affects the HP of the armor
and also how well the item absorbs damage.
Material List:
Soft materials |
"cotton" "leather" "paper" "silk"
"wool" "velvet" |
Hard materials |
"bone" "cane" "ceramic" "glass" "stone"
"wood" |
Metals |
"adamantite" "brass" "bronze" "copper"
"gold" "iron" "mithril" "platinum" "silver" "steel" "tin" "titanium" |
Elemental materials |
"fire" "water" "earth" "wind" "lightning"
"holy" "evil" "poison" |
Special materials |
"crystal" "flesh" |
Type "money" AMOUNT
Type "container" KEY
Type "light"
Type "treasure"
Type "trash"
Type "key"
Type "food"
Type "boat"
// Not used normally...
Type "npc corpse"
Type "pc corpse"
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