Objects
Stats and Flags (last updated 5/17/08)
Object Flags
#<vnum>
<name list>~
<short desc>~
<long desc>~
<material>~
<item type> <extra flags> <wear
flags>
<value0> <value1> <value2> <value3>
<value4>
<Level> <weight in 1/10 pounds> <gold
value> <condition>
<A/E/F stuff goes here>
Item Type
Item Type
|
Five Values
|
light
|
0 0 <time> 0 0
|
scroll
|
<spell level> '<spell1>'
'<spell2>' '<spell3>' 0
|
wand
|
<spell level> <charges1>
<charges2> '<spell>' 0
|
staff
|
<spell level> <charges1>
<charges2> '<spell>' 0
|
weapon
|
<type> <dice1> <dice2>
<damtype> <extra>
|
treasure
|
0 0 0 0 0
|
armor
|
<AC> <Bash AC> <AC>
<Magic AC> 0
|
potion
|
<spell level> '<spell1>'
'<spell2>' '<spell3>' 0
|
clothing
|
0 0 0 0 0
|
furniture
|
0 0 0 0 0
|
trash
|
0 0 0 0 0
|
container
|
<total weight> 0 0 <max weight
for object> <multiplier>
|
drink
|
<amount1> <amount2>
'<liquid>' <poisoned> 0
|
key
|
0 0 0 0 0
|
food
|
<full> <hunger> 0 0 0
|
money
|
<amount> 0 0 0 0
|
boat
|
0 0 0 0 0
|
fountain
|
0 0 '<liquid>' 0 0
|
pill
|
<spell level> '<spell1>'
'<spell2>' '<spell3>' 0
|
map
|
<no clue, midgard maps have a 1
here> 0 0 0 0
|
warp_stone
|
<?> 0 0 0 0
|
gem
|
0 0 0 0 0
|
jewelry
|
0 0 0 0 0
|
jukebox
|
0 0 0 0 0
|
bow
|
0 <rate of fire> <damage %
multiplier> 0 0
|
arrow
|
0 <dice1> <dice2>
<damtype> <extra>
|
quiver
|
<total weight> 0 0 <max weight
for object> <multiplier>
|
precious_gem*
|
<apply_flag> <modifier> 0
0 0
|
card
|
<type> <flags> <affect>
<forgecredits>
<qpcredits>
|
sling
|
<mage bonus>
<cleric bonus> <thief bonus> <warrior bonus> 0
|
joybuzzer
|
0 <dice1>
<dice2> 0 0
|
instrument
|
<pierce AC> <bash
AC> <slash AC> <magic AC> <bonus> |
* enter number from Apply Flags table below, in the future we may
change to the text format for OLC.
Extra Flags
ITEM_GLOW
(A)
ITEM_HUM
(B)
ITEM_DARK
(C)
ITEM_LOCK
(D)
ITEM_EVIL
(E)
ITEM_INVIS
(F)
ITEM_MAGIC
(G)
ITEM_NODROP
(H)
ITEM_BLESS
(I)
ITEM_ANTI_GOOD
(J)
ITEM_ANTI_EVIL
(K)
ITEM_ANTI_NEUTRAL (L)
ITEM_NOREMOVE (M)
ITEM_INVENTORY (N) Removed from
inventory on death!
ITEM_NOPURGE (O)
ITEM_ROT_DEATH (P)
ITEM_VIS_DEATH
(Q)
ITEM_NONMETAL (S)
ITEM_NOLOCATE (T)
ITEM_MELT_DROP (U)
ITEM_NO_ID
(W)
ITEM_LEGEND_ULTIMATE (X) New!
ITEM_BURN_PROOF (Y)
ITEM_REMORT
(Z)
ITEM_LEGEND5
(a)
ITEM_LEGEND10
(b)
ITEM_LEGEND15
(c)
wear flags
| Letter |
Name |
Comments |
| A |
TAKE |
don't forget! |
| B |
FINGER |
|
| C |
NECK |
|
| D |
BODY |
breastplates and stuff |
| E |
HEAD |
|
| F |
LEGS |
|
| G |
FEET |
|
| H |
HANDS |
|
| I |
ARMS |
|
| J |
SHIELD |
|
| K |
ABOUT |
things word about the body |
| L |
WAIST |
|
| M |
WRIST |
|
| N |
WIELD |
|
| O |
HOLD |
things in your hand |
| P |
NO_SAC |
can't sacrifice I asssume |
| Q |
FLOAT |
for the floating disc spell |
| R |
SECOND |
hrmm... don't know if this is needed for second wield
or not |
| S |
EARS |
|
| T |
ANKLE |
|
| U |
PINKY |
pinky ring, at high levels, resistances and immunities
can be put on (ask Scourge first) |
| V |
MEDIA |
CDs, videos, etc. |
Apply flags
| 1 |
STRENGTH |
|
| 2 |
DEXTERITY |
|
| 3 |
INTELLIGENCE |
|
| 4 |
WISDOM |
|
| 5 |
CONSTITUTION |
|
| 12 |
MANA |
|
| 13 |
HP |
|
| 14 |
MOVE |
this is important to non-magic users |
| 17 |
ARMOR |
negative is better |
| 18 |
HITROLL |
|
| 19 |
DAMROLL |
|
| 20 |
SAVING_PARA |
save vs hold spells (negative is better) |
| 21 |
SAVING_ROD |
save vs wands |
| 22 |
SAVING_PSI |
save vs PSI and other mind spells |
| 23 |
SAVING_BREATH |
save vs draconian spells |
| 24 |
SAVING_SPELL |
save vs all other spells, plus a % is added to the
other saves |
| 26 |
CHARISMA |
useful to thieves |
| 28 |
POWERUP |
conteract saves of opponent (positive is better) |
| 29 |
WEAPON_RES |
reduce damage from slice/bash/pierce by this amount
(see scourge before using) |
| 30 |
MAGIC_RES |
reduce damage from all other attacks by this amount
(s.s.b.u.) |
Object Stats (subject to change, esp. avg damage)
| Level |
Total Hit+Dam roll (max hit, max dam) |
AC |
Max for hp/mana/mv |
Total hp+mana+mv |
avg. Dam. |
Total Saves+Pow |
| 1-10 |
3 (3,4) |
3 |
35 |
50 |
16 |
3 |
| 11-20 |
4 (4,5) |
3 |
45 |
70 |
23 |
5 |
| 21-30 |
5 (5,6) |
3 |
55 |
90 |
30 |
7 |
| 31-40 |
5 (5,6) |
4 |
70 |
105 |
36 |
9 |
| 41-50 |
6 (6,7) |
5 |
90 |
135 |
42 |
10 |
| 51-60 |
6 (6,7) |
5 |
110 |
165 |
48 |
12 |
| 61-70 |
7 (7,8) |
6 |
130 |
205 |
53 |
13 |
| 71-80 |
8 (8,9) |
7 |
160 |
240 |
57 |
14 |
| 81-90 |
9 (8,10) |
8 |
200 |
300 |
60 |
15 |
| 91-100 |
10 (8, 12) |
9 |
220 |
330 |
64 |
16 |
| 101-110 |
11 (9, 13) |
10 |
240 |
360 |
68 |
17 |
| 111-120 |
12 (10, 14) |
11 |
260 |
390 |
72 |
18 |
| 121-130 |
13 (11, 15) |
12 |
280 |
420 |
76 |
19 |
| 131-140 |
14 (12, 16) |
13 |
300 |
450 |
80 |
20 |
| 141-150 |
15 (13, 17) |
14 |
320 |
480 |
84 |
21 |
| 151-160 |
16 (14, 18) |
14 |
340 |
510 |
88 |
22 |
| 161-170 |
17 (15, 19) |
15 |
360 |
540 |
92 |
23 |
| 171-180 |
18 (15, 20) |
15 |
380 |
570 |
96 |
24 |
| 181-190 |
19 (16, 21) |
16 |
400 |
600 |
100 |
25 |
| 191-200 |
20 (16, 23) |
16 |
420 |
640 |
110 |
26 |
| 201-210 |
21 (17, 24) |
17 |
440 |
680 |
120 |
27 |
| 211-220 |
22 (17, 25) |
17 |
460 |
720 |
125 |
28 |
| 221-230 |
23 (17,26) |
17 |
480 |
760 |
130 |
29 |
| 231-240 |
24 (18,27) |
18 |
500 |
800 |
135 |
30 |
| 241-250 |
25 (18,28) |
18 |
525 |
840 |
140 |
31 |
| 251-260 |
27 (18, 30) |
18
|
550
|
880
|
150
|
32
|
261-270
|
29 (19, 32)
|
19
|
575
|
920
|
160
|
33
|
271-280
|
30 (19, 34)
|
19
|
600
|
960
|
170
|
34
|
281-290
|
32 (19, 36)
|
19
|
625
|
1000
|
180
|
35
|
291-300
|
34 (20, 38)
|
20
|
650
|
1040
|
190
|
36
|
301
|
40 (21, 45)
|
21
|
700
|
1100
|
200
|
40
|
302-310
|
42 (21, 47)
|
21
|
725
|
1140
|
210
|
41
|
311-320
|
44 (22, 49)
|
22
|
750
|
1180
|
220
|
42
|
321-330
|
47 (23, 52)
|
23
|
800
|
1240
|
230
|
44
|
331-340
|
50 (24, 55)
|
24
|
850
|
1300
|
240
|
46
|
341-350
|
53 (24, 58)
|
24
|
900
|
1360
|
250
|
48
|
351-360
|
56 (24, 62)
|
25
|
950
|
1420
|
260
|
50
|
361-370
|
60 (25, 66)
|
25
|
1000
|
1500
|
270
|
52
|
371-380
|
64 (25, 70)
|
25
|
1100
|
1600
|
280
|
54
|
381-390
|
68 (26, 75)
|
26
|
1200
|
1700
|
290
|
56
|
391-400
|
72 (27, 80)
|
27
|
1300
|
2000
|
300
|
60
|
401
|
80 (30, 90)
|
30
|
1500
|
2500
|
400
|
65
|
Remort*
|
100 (35, 100)
|
32
|
1900
|
3250
|
500
|
80
|
Legend5**
|
120 (40, 120)
|
35
|
2500
|
3750
|
600
|
90
|
Legend10***
|
150 (45, 150)
|
38
|
3500
|
4500
|
700
|
105
|
Legend15****
|
200 (50, 200)
|
40
|
5000
|
6500
|
800
|
125
|
Legend5+
|
120 (45, 120)
|
36
|
4000
|
4000
|
625
|
90
|
Legend10+
|
150 (50, 150)
|
39
|
5000
|
5000
|
725
|
110
|
Legend15+
|
200 (60, 220)
|
41
|
7000
|
7000
|
850
|
135
|
Legend5**@
|
130 (45, 130)
|
35
|
3000
|
3750
|
600
|
100
|
Legend10***@
|
165 (50, 165)
|
38
|
4000
|
4800
|
720
|
115
|
Legend15****@
|
225 (60, 225)
|
40
|
6500
|
7500
|
830
|
140
|
Legend5+@
|
130 (50, 130)
|
36
|
4000
|
4500
|
650
|
110
|
Legend10+@
|
175 (55, 175)
|
39
|
5000
|
6000
|
750
|
125
|
Legend15+@
|
250 (70, 250)
|
42
|
7000
|
8000
|
900
|
150
|
Legend5**%
|
135 (50, 135)
|
36
|
3500
|
4250
|
625
|
105
|
Legend10***%
|
175 (60, 175)
|
39
|
4500
|
5500
|
750
|
130
|
Legend15****%
|
235 (70, 235)
|
41
|
7500
|
9000
|
850
|
160
|
Legend5+%
|
140 (60, 140)
|
37
|
4500
|
5000
|
675
|
120
|
Legend10+%
|
190 (70, 190)
|
40
|
6000
|
7000
|
800
|
150
|
Legend15+%
|
300 (80, 300)
|
43
|
8000
|
10000
|
950
|
200
|
Legend5**&
|
150 (75, 150)
|
37
|
6000
|
6000
|
650
|
130
|
Legend10***&
|
200 (100, 200)
|
40
|
7500
|
7500
|
800
|
165
|
Legend15****&
|
275 (135, 275)
|
42
|
10000
|
10000
|
900
|
200
|
Legend5+&
|
160 (80, 160)
|
38
|
7000
|
7000
|
700
|
150
|
Legend10+&
|
225 (110, 225)
|
42
|
9000
|
9000
|
850
|
200
|
Legend15+&
|
300 (150, 300)
|
45
|
12000
|
12000
|
1000
|
250
|
|
|
* For IMP use only!
** Must be on a mob of at least level 460 & have Legend5 flag
*** Must be on a mob of at least level 490 & have Legend10 flag
**** Must be on a mob of at least level 530 & have Legend15 flag
+ Must be on a mob of level 550 and have corresponding Legend flag
@ Only if the object has 5 or less affect flags
% Only if the object has 3 or less affect flags
& only if the object has 1 affect flag
See Scourge if you want to have an ULTIMATE LEGEND
only item in your area! These must be on a mob of at least level
600. Please note Scourge with which stats the item will have, the
mob level and damroll, and any unusual difficulties a player might have
fighting or getting to the mob.
Only 1 Legend15 object per area, and only 5 legend10 flag per area,
this is to keep legend eq. legendary.
Note on stats: Two handed weapons can have stats 10 levels
higher. Firearms can have stats 10 levels higher. A
two-handed
firearm can have stats 20 levels higher.
The saves+powerup only includes SAVING_SPELL, the other saves must
not add up to a total on their own whose abolute value is greater than
the value in saves+powerup. So a level 1 object can have saves of
-1, powerup of 2, and save vs. breath of -3.
Affects per object (detrimental affects do not count)
levels 1 - 25
3 affects
levels 26 - 50 4 affects
levels 51-75 5 affects
levels 76-90 6 affects
levels 91-200 7 affects
levels 201-301 8 affects
levels 302-401 9 affects
legend levels 10 affects
Maximum combined Weapon and Magic resistance, these values subject
to
change as more testing is done
levels 1-199 do not use
levels 200-249 2
levels 250-299 4
levels 300 6
levels 301-309 8
levels 310-319 10
levels 320-329 12
levels 330-339 14
levels 340-349 16
levels 350-359 18
levels 360-369 20
levels 370-379 22
levels 380-389 24
levels 390-399 26
levels 400 28
levels 401 30
Remort 35*
Legend5 40**
Legend10 50***
Legend15 60****
Legend5 45+
Legend10 60+
Legend15 75+
Legend5 45**@
Legend10 55***@
Legend15 65****@
Legend5 50+@
Legend10 70+@
Legend15 85+@
Legend5 50**%
Legend10 65***%
Legend15 80****%
Legend5 65+%
Legend10 85+%
Legend15 100+%
Legend5
70**&
Legend10 90***&
Legend15 120****&
Legend5 80+&
Legend10 130+&
Legend15 180+&
* For IMP use only!
** Must be on a mob of at least level 460 & have Legend5 flag
*** Must be on a mob of at least level 490 & have Legend10 flag
**** Must be on a mob of at least level 530 & have Legend15 flag
+ Must be on a mob of level 550 and have corresponding Legend flag
@ Only if the object has 5 or less affect flags
% Only if the object has 3 or less affect flags
& only if the object has 1 affect flag
VULNerabilities, RESistances, and IMMunities on objects:
NOTE: RESISTANCES AND IMMUNITIES CAN ONLY BE
PLACED ON OBJECTS WORN ON THE PINKY!!!!
Pinky items get a certain number of "points" per level. Each
damage type also has a certain amount of points per level.
The total points of the RES and IMMs cannot exceed the points for that
level. Also, if there are any other affects on the
object,
please reduce the level of these affect by 25 for each point (so if I
have a level 301 object that has an acid (3pts) RES and a
sound RES (2pts), and I have a hp affect, then I look at the max hps
for level 176 (380). Pay careful attention to what level it is
possible for a player to be immune to a certain damage type and make
sure that is not their main damage type if at or above
that level (for example, a mob should not have sonic blast as its
damage type if at or above level 276).
Points by level:
0-200 0
201-225 1
RES to harm
226-250 2
RES to poison, disease, energy, sound, life
251-275 3
RES to acid, mental, light, wind
276-300 4
RES to drowning, lightning, holy; IMM to disease, sound, harm
301-325 5
RES to negative, fire, cold, IMM poison, life, energy
326-350 6
IMM to mental
351-375 7
RES to pierce, slash; IMM light
376-400 8
RES to bash, IMM drowning, holy, wind, acid
401*
9 IMM to negative, fire,
cold, lightning
*includes legend equipment
Notice that it is impossible for an object to have an IMM to pierce,
slash, or bash. This is to make sure there aren't mobs
that can't hurt a player.
As new spells are added, these may have to be altered
Example: I have Really Cool Pinky Ring that is level
401.
I have a RES to fire on it which is 5 points and a IMM to poison
which is 4 points for a total of 9 points. If I want to add 1000
hps to it, it is illegal because 401-225 = level 176 which has a
hp max of 380.
You may have as many vulnerabilities as you want on any object type
at any level.
Bow Stuff
Level (# in
columns is the "damage % multiplier")
Rate of Fire
|
1-50
|
51-101
|
102-151
|
152-201
|
202-251
|
252-301
|
302-351
|
352-400
|
401
|
Legend
|
1
|
50
|
60
|
70
|
75
|
80
|
85
|
90
|
100
|
110
|
120
|
2
|
100
|
120
|
140
|
150
|
160
|
170
|
180
|
200
|
220
|
240
|
3
|
150
|
180
|
210
|
225
|
240
|
255
|
270
|
300
|
330
|
360
|
4
|
200
|
240
|
280
|
300
|
320
|
340
|
360
|
400
|
440
|
480
|
5
|
250
|
300
|
350
|
375
|
400
|
425
|
450
|
500
|
550
|
600
|
6
|
300
|
360
|
420
|
450
|
480
|
510
|
540
|
600
|
660
|
720
|
7
|
350
|
420
|
490
|
525
|
560
|
595
|
630
|
700
|
770
|
840
|
8
|
400
|
485
|
570
|
615
|
660
|
705
|
750
|
835
|
920
|
1015
|
For arrows, use the same damage roll guidelines as normal weapons
Precious Gems and other Random Objects
File format:
#ITEMS
<M|R> <objvnum1> <objvnum2> <objvnum3>
<objvnum4> <objvnum5>
0
When a mob dies, a percent dice is rolled:
1-50 player gets objvnum1
51-75 player gets objvnum2
76-90 player gets objvnum3
91-99 player gets objvnum4
100 player gets objvnum5
If the objvnum is zero for any of these, then the player gets nothing if
the percent dice is for that one.
When an area is reset, if there aren't any objects in the room in the
#ITEMS
section then the game will roll the percent dice and then load the
object
with a "hidden" flag.
OLC:
First, enter redit or medit in the room or mob you want to add one
or more random object to.
Second, type 'ritem assign'
Now, type 'ritem obj [0-4] obj_vnum' to add the object(s).
So if you wanted to make mob 1234 give object 1233 50% of the time
when killed and object 1234 1% of the time
when killed, then you would enter 'ritem obj 0 1233' then 'ritem obj 4
1234'.
Use 1 for 25%, 2 for 15%, and 3 for 9%.
Guidelines:
For precious gems, the stat modifier cannot be higher than half the
maximum modifier allowed on regular objects
of the same level.
Example: A gem that adds hp that is level 100 would have a max of
110 hp.
Gems that are hidden in rooms should never be higher than level 100.
Gems on mobs shouldn't be higher than the mob, they can be up to 401
but no legend gems.
The percentage of a gem loading you should use depends on how good
it is for the level. If is 91-100% of the allowable stats (46-50%
of the max allowed on a normal object), then it should only load 1% of
the
time.
For 75-90%, 9% load
For 40-74%, 15% load
For 11-39%, 25% load
Less than 11%, 50% load
Because there is no Legend gems, the following adjustments can be made
to the table above for mobs of these levels or higher:
>= 450
For 92-100%, 1% load
For 80-91%, 9% load
For 50-79%, 15% load
For 26-49%, 25% load
Less than 26%, 50% load
>= 500
For 95-100%, 1% load
For 82-94%, 9% load
For 55-81%, 15% load
For 30-54%, 25% load
Less than 30%, 50% load
>= 550
For 99-100%, 1% load
For 85-98%, 9% load
For 75-84%, 15% load
For 50-74%, 25% load
Less than 50%, 50% load
For non-gems, hidden objects in rooms shouldn't be as good as those on
mobs. For those on mobs, they can be just as good as equiped
objects on mobs.
CARDS
Cards are a new type of random item that players can get by killing
specific mobs. Maybe some years down the road I'll make a game
out
of them, but for now they are just for redeeming for cash, forge
credits,
and qps. Here's how to fill out the fields for a new card:
material: use this to specify the card title and the
element
property of the card, if any. Here is an example below
-Dromar, the Banisher--{WW{BB{DD{x-
Note that there are 28 characters not including the color codes.
The
format is -<title> on the left side and <element>- on the
right
with dashes filling out extra spaces in the middle. Here are a list of
elements
(a mob can have no elements or several, as illustrated above):
dark - {DD
holy - {WW
water - {BB
fire - {RR
earth - {GG
wind - {YY
Don't forget the {x after the last code!
v0: the mob type of the card, type "? card" in OLC to see the
list
of types, if it is not there, use none and the note scourge with any
new
types you need added
v1: card flags
mob
|
always set this for now
|
common
|
*
|
uncommon
|
*
|
rare
|
*
|
gold_rare
|
*
|
legend
|
optional flag for cards that are on Legend mobs
|
* only set one of these, choose which one based on the chance a player
has of getting the card from killing the mob
here are the ritem percentages for these flags:
common - 1-50% (ritem obj 0)
common or mediocre uncommon - 51-75% (ritem obj 1)
uncommon - 76-90% (ritem obj 2)
rare - 91-99% (ritem obj 3)
gold rare - 100% (ritem obj 4)
v2 is not currently used but may be later
v3/v4: Scourge will fill these in, along with the cost.
Just
note him with a list of cards and how often they load on the mob
(include
the mob's vnum).
cmini:
This is a special extra description that will be used if we ever make a
game
for these cards. It should be 5 lines high and 8 characters wide.
Characters
1 and 8 of each row will be |
If you don't add this, the game will use this for each row:
| ???? |
clarge:
Another extra description. This one is currently used when a
player
types "view <cardname>" in the game.
This one is 15 lines and 28 characters wide and the game will use the
following
for each row if you don't add it:
| ?????????????????? |
other fields: add the "take" flag but no other wear flags.
Add
whatever "extra" flags you want. Make the weight low. Add any
extra
descriptions you want, including a large ASCII picture of the card, if
you
really want to put the time in.