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.