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Flags and Speces
1. Roomflags
2. Sectorflags
3. Mobflags:
4. Objects:
5. Wear_locs
6. Weapon Damage Types
7. Spells
8. Liquid Containers:
9. Addaffects (Stats)
10. Affect Points
11. Speces:
Rooms
| ROOMFLAGS: | |
|---|---|
| 1) DARK | Room is dark, you need a light to see. |
| 2) DEATH | Instant death on entering, all equipment lost. (Deathtraps) |
| 3) !MOB | Mobs can't enter the room on their own. (Important flag!!) |
| 4) INDOORS | Set on all inside sector. Keeps weather messages out from room. |
| 5) PEACEFUL | No fighting possible in room. |
| 6) SOUNDPROOF | Players can't hear or use channels in room. |
| 7) !TRACK | Mobs in this room can't be tracked by players. |
| 8) !MAGIC | Players can't use magic in the room. |
| 9) TUNNEL | Only 2 players allowed in the room at the same time. |
| 10) PRIVATE | Same as tunnels, but imms cannot enter if 2 players in room. |
| 11) GODROOM | Only for imms. Don't use. |
| 12) HOUSE | Set in code. Don't use. (for private player houses) |
| 13) HCRSH | Set in code. Don't use. (for private player houses) |
| 14) ATRIUM | Set in code. Don't use. (for private player houses) |
| 15) OLC | Set in code. Don't use. |
| 16) * | Set in code. Don't use. (activated by track command in room) |
| 17) VEHICLE | Accessible for vehicles. Should be set on all roads and rivers. |
| 18) !RECALL | Players can't recall from room. (Use sparingly and IC) |
| 19) ARENA | Use for rooms where you want to let players fight without PK Flags |
| 20) GOOD | Doubles regen rate in hp/mana/move rooms. Does nothing alone. |
| 21) EVIL | Halfs regen rate in hp/mana/move rooms. Does nothing alone. |
| 22) HP | Faster regen of hp. Use very sparingly and only IC. |
| 23) MANA | Faster regen of mana. Use very sparingly and only IC. |
| 24) MOVE | Faster regen of move. Use very sparingly and only IC. |
| 30) ROLEPLAY | Only registered roleplayers can enter the room. Don't use. |
| 26) !TELEPORT IN | Use for zones that shouldn't be easily accessed |
| 27) !TELEPORT OUT | Use for mazes, where it should be hard to escape |
| 28) !SUMMON IN | Use for zones that shouldn't be easily accessed |
| 29) !SUMMON OUT | Use for mazes, where it should be hard to escape |
| 30) WILDERNESS | Sets generic roomdescr based on the sector and used for the automap. |
| 31) !VIEW | Set on secret rooms in Wildernessmaps, to prevent them from showing on the map. |
| 33) GOLD DEPOSIT | Don't use without consulting with Head Builder |
| 34) SILVER DEPOSIT | Don't use without consulting with Head Builder |
| 35) COPPER DEPOSIT | Don't use without consulting with Head Builder |
| 36) IRON DEPOSIT | Don't use without consulting with Head Builder |
| 37) ANTIMONY DEPOSIT | Don't use without consulting with Head Builder |
| 38) CHROMIUM DEPOSIT | Don't use without consulting with Head Builder |
| 39) QUARRY | Don't use without consulting with Head Builder |
| 40) COAL MINE | Don't use without consulting with Head Builder |
| 41) SPRING | Don't use without consulting with Head Builder |
| 42) PASTURE | Don't use without consulting with Head Builder |
| 43) DRAGONPORT | Don't use without consulting with Head Builder |
| 44) TIN DEPOSIT | Don't use without consulting with Head Builder |
| 45) PLASTONIUM DEPOSIT | Don't use without consulting with Head Builder |
Sector
Be sure to always set the right sector! This is important, especially for the maps!
| SECTORFLAGS: | |
|---|---|
| 0) Inside | Move Cost: 1 |
| 1) City | Move Cost: 1 (should have VEHICLE flag) |
| 2) Field | Move Cost: 2 |
| 3) Forest | Move Cost: 3 |
| 4) Hills | Move Cost: 4 |
| 5) Mountains | Move Cost: 6 |
| 6) Water (Swim) | Move Cost: 4 |
| 7) Water (No Swim) | Move Cost: 1 (need boat or can't enter) (should have VEHICLE flag) |
| 8) Underwater | Move Cost: 5 (need aqualung or damaged 5-6 every 2 sec) |
| 9) Air | Move Cost: 1 (should have VEHICLE flag) |
| 10) Desert | Move Cost: 7 (need heat_prot or damaged -2-4 every 2 sec in the sun) |
| 11) Space | Move Cost: 50(Need spacesuit or damaged -20 every 2 seconds) (add VEHICLE flag) |
| 12) Road | Move Cost: 2 (should have VEHICLE flag) |
| 13) Entrance | Move Cost: 2 (should have VEHICLE flag) |
| 14) Atmosphere | Move Cost: 50(should have VEHICLE flag) |
| 15) Sun | Move Cost: 50(deathtrap) |
| 16) Black Hole | Move Cost: 50(use for time trap) |
| 17) Vehicle | (set by code on the room of a vehicle) |
| 18) Swamp | Move Cost: 6 |
| 19) Reef | Move Cost: 5 (To wreck a ship vehicle when entered) |
| 20) Tundra | Move Cost: 5 |
| 21) Snow | Move Cost: 8 |
| 22) Ice | Move Cost: 4 |
| 23) Prairie | Move Cost: 2 |
| 24) Badlands | Move Cost: 7 |
| 25) Rail | Move Cost: 6 (Should also be set as vehicle) |
MobFlags
| NPC FLAGS (Option L in Medit): | |
|---|---|
| 1) SPEC | For mob speces (see special list). Don't use. |
| 2) SENTINEL | The mob stays in the room. (Important flag!) |
| 3) SCAVENGER | The mob picks up items from the floor. |
| 4) ISNPC | As opposed to PC. Set automatically by the code. |
| 5) AWARE | Mob can't be backstabbed or stolen from. |
| 6) AGGR | Mob will attack all players. |
| 7) STAY-ZONE | Mob won't leave the zone. (Use on all high level aggros.) |
| 8) WIMPY | Mob will autoflee when hp drops below 25%. |
| 9) AGGR_EVIL | Mob will attack all players with evil align. |
| 10) AGGR_GOOD | Mob will attack all players with good align. |
| 11) AGGR_NEUTRAL | Mob will attack all players with neutral align. |
| 12) MEMORY | Mob will remember who it fought and attack on sight. |
| 13) HELPER | Mob will assist other mobs in the room in a fight. |
| 14) !CHARM | Mob can't be charmed. (Use sparingly, above all on Questmobs.) |
| 15) !SUMMN | Mob can't be summoned. (Use on all high level aggros and on mobs with valuable equipment.) |
| 16) !SLEEP | Cast 'sleep' won't work on mob. (Use sparingly) |
| 17) !BASH | Bash doesn't work on mob. (Use sparingly and with sense) |
| 18) !BLIND | Cast 'blind' doesn't work on mobs. (Use sparingly) |
| 19) MOUNTABLE | Mob can be mounted. (Use on horses and similar) |
| 20) !PUSH | Mob can't be pushed. (Use sparingly) |
| 21) DONT USE | |
| 22) !SHOOT | Mob can't be shot. (Use sparingly) |
| 23) !POISON | Mob can't be poisoned. (Use sparingly) |
| 24) EDIBLE | Mob can be fileted and eaten. (Use with sense) |
| 25) SKINABLE | Mob can be skinned and the pelt can be sold. (Ask head Builder for skin vnums) |
| 26) UNUSED | |
| 27) UNUSED | |
| 28) UNDEAD | Mob casts nasty spells when fighting |
| 29) !FREEZE | Cold spells doesn't work on mob |
| 30) CAN_MATE | Mates with mob of similar race and opposite sex (not yet implemented?) |
| 31) NOTDEADYET | set by code? |
| 32) POISONS 1 | Mob casts poison 1 in a fight. (Use on insects, spiders and scorpions) |
| 33) POISONS 2 | Mob casts poison 2 in a fight. (use on snakes) |
| 34) AIR | Gives special abilities and weaknesses |
| 35) WATER | Gives special abilities and weaknesses |
| 36) FIRE | Gives special abilities and weaknesses |
| 37) EARTH | Gives special abilities and weaknesses |
| 38) HERD | Follows other herd animals around (coded) |
| 39) SWIMS | Mob can move in sector water (swim) |
| 40) WIZINVIS | Mob can not be seen by mortals |
| 41) STAY_SECTOR | Stays in the sector type it was reset in (use on fish and similar) |
| 42) HEALER | Must be added in code too |
| 43) POSTMASTER | Must be added in code too |
| 44) QUESTMOB | Sets all the relevant questflags automatically (detect invis, infra etc.) |
| AFFECT FLAGS (Option M in Medit): | |
|---|---|
| 1) | Not used |
| 2) BLIND | Mob is blind. |
| 3) INVIS | Mob is invis. (Use sparingly) |
| 4) DET-ALIGN | Mob can see align. (Use only on aggr_good/evil neutral mobs) |
| 5) DET-INVIS | Mob can see invis players. (Use sparingly) |
| 6) DET-MAGIC | Mob can detect magic. (Not sure if this does anything right now). |
| 7) SENSE-LIFE | Mob can see hiding or sneaking players. (Use sparingly) |
| 8) WATWALK | Mob can move in no-swim water sectors. |
| 9) SANCT | Mob has sanc. (Cuts the damage taken in half) |
| 10) GROUP | Mob is grouped and will gain exp as such. |
| 11) CURSE | Mob is affected by curse. Lowers strength/hitroll. |
| 12) INFRA | Mob can see in the dark. |
| 13) POISON | Mob is affected by poison. (Lowers hp and str each tic) |
| 14) PROT-EVIL | Mob is protected from evil spells (half damage). |
| 15) PROT-GOOD | Mob is protected from good spells (half damage). |
| 16) SLEEP | Mob is asleep. |
| 17) !TRACK | Mob cannot be tracked by players. (Use on 'Quest' mobs) |
| 18) TAMED | Mob can be ridden without taming first. |
| 19) UNUSED | - |
| 20) SNEAK | Mob can't be seen moving. |
| 21) HIDE | Mob can't be seen unless with sense-life. (any action the mob makes breaks this) |
| 22) FLY | Mob can enter and move in sector air. |
| 23) CHARM | Don't use |
| 24) HOLD | Don't use |
| 25) GILLS | Mob can move underwater |
| 26) MARK | Don't use |
| 27) POISON-2 | Don't use |
| 28) POISON-3 | Don't use |
| 29) POISON-4 | Don't use |
All the following flags set different offensive or defensive spells/skills on the mob.
Some of them sets visible flags too, which can be spammy.
Some of them affects the mob negatively.
Use sparingly (particularly the ones that set visible flags).
Don't set too many flags on the same mob.
| 30) FSHIELD | |
| 31) STONESKIN | 32) DONOTUSE |
| 33) HASTE | 34) SHIELD |
| 35) PROT_FIRE | 36) FREEZING |
| 37) ACIDED | 38) BURNING |
| 39) PROT_COLD | 40) HYPER |
| 41) FORT-MIND | 42) FORT-BODY |
| 43) BERSERK | 44) BLADEDANCE |
| 45) BRACE | 46) HOLY-STR |
| 47) MIND-FIRE | 48) MIND-WATER |
| 49) MIND-ICE | 50) SLOW |
| 51) PROCRASTINATE | 52) FROZEN |
| 53) MIND-ELECTRIC | 54) JUDO |
| 55) GODLY-BLESSING | 56) SHIELD-HOLY |
| 57) PHASE | 58) NUMB-MIND |
| 59) TRUE-STRIKING | 60) SHIELD-ICE |
| 61) SHIELD-STATIC | 62) BLUR |
| 63) MARTIAL-ARTS | 64) DEVINE-MIND |
| 65) SWEET-DREAMS | 66) SHIELD-THORNS |
| 67) SHIELD-MANA | 68) SHIELD-MIRROR |
| 69) FORSEE | 70) CONFUSED |
| 71) MAGIC-BUBBLE | 72) CORRUPTED |
| 73) WEAKENED | 74) DODGE |
| 75) DRAIN-BLOOD | 76) FURY-ATTACKS |
| 77) GRIP | 78) MEDITATING |
| 79) CONCENTRATION | 80) BATTLE-RAGE |
| 81) SUFFOCATION | 82) STUCK |
| 83) DRUNKEN-MASTER |
The following are set by the code, when polymorph has been casted:
| 84) POLY_LION | |
| 85) POLY_WOLF | 86) POLY_BEAR |
| 87) POLY_BOAR | 88) POLY_TOAD |
| MOB DAMAGE TYPES (Option K in Medit): |
|---|
| 0) hit |
| 1) sting |
| 2) whip |
| 3) slash |
| 4) bite |
| 5) bludgeon |
| 6) crush |
| 7) pound |
| 8) claw |
| 9) maul |
| 10) thrash |
| 11) pierce |
| 12) blast |
| 13) punch |
| 14) stab |
| 15) kick |
| 16) gore |
| OBJECT TYPES (Option 5 in Oedit): | ||
|---|---|---|
| 1) LIGHT | 2) SCROLL | 3) WAND |
| 4) STAFF | 5) WEAPON | 6) < NOT USED > |
| 7) < NOT USED > | 8) TREASURE | 9) ARMOR |
| 10) POTION | 11) WORN | 12) OTHER |
| 13) TRASH | 14) TRAP | 15) CONTAINER |
| 16) NOTE | 17) LIQ CONTAINER | 18) KEY |
| 19) FOOD | 20) MONEY | 21) PEN |
| 22) BOAT | 23) FOUNTAIN | 24) THROW |
| 25) GRENADE | 26) BOW | 27) SLING |
| 28) CROSSBOW | 29) BOLT | 30) ARROW |
| 31) ROCK | 32) VEHICLE | 33) V_CONTROL |
| 34) V_HATCH | 35) V_WINDOWS | 36) PORTAL-ROOM |
| 37) GUN | 38) AMMO | 39) WINGS |
| 40) SPACE SUIT | 41) AQUALUNG | 42) CLIMBABLE |
| 43) POISON_1 | 44) POISON_2 | 45) POISON_3 |
| 46) POISON_4 | 47) ANTIDOTE_1 | 48) ANTIDOTE_2 |
| 49) ANTIDOTE_3 | 50) DESCENDABLE | 51) PORTAL-BUSH |
| 52) PORTAL-WATER | 53) PORTAL-HOLE | 54) MEAT |
| 55) NUGGET | 56) METAL DETECTOR | 57) TREE |
| 58) OAK BARK | 59) ANVIL | 60) HAMMER |
| 61) GRINDSTONE | 62) OIL | 63) ore |
| 64) axe | 65) gem cluster | 66) element |
| 67) shovel | 68) wood | 69) machine |
| 70) pickaxe | 71) nut | 72) skin |
| 73) furniture | 74) portal hurdle | 75) thermal protection |
| 76) radio | 77) minor focus | 78) major focus |
| 79) lightsaber hilt | 80) zone flag | 81) locker |
| 82) garotte | 83) vial | 84) bankbook |
| 85) spacebike |
14: The Traps don't work yet, but hopefully will eventually.
Some comments about the object types:
25: The Grenades are still buggy, so go easy on them.
26-31, 37-38: Ranged Weapons and Ammo - Always make the ammo too for each ranged weapon you create.
32-35: Vehicle objects:
All 4 objects are needed to make a vehicle. The value under C should be the vnum of the vehicle room for 32, and the vnum of the vehicle object for the other three.
36, 51-53, Portals:
The different portal types are all basically the same, but give different messages to the room when used. So pick the right type,it means a lot for the appearances.
42, 50 and 74: Climb, Descend and Jump objects:
These objects are used for going up resp down, but with special commands. Hurdles have to be jumped.
Basically they all work like portals; you set the vnum of the room they lead to in the values under C.
39-41: Wings, Spacesuits and Aqualungs:
These object types are necessary to enter the sectors air, space and underwater. (They can be set for any wear_loc. Use sparingly).
43-46 and 47-49: Poisons and their Antidotes:
The poisons are used for the skill poison_weapon. DO NOT use poison_4 unless there is a very strong IC reason in your zone for it, since there is no antidote to it. Use antidotes very sparingly.
55-72, 83: Craft Objects:
These object types are for the new Craft skills and won't work until those are in. You can make them already, however.
75: Thermal Protection:
Should only be used as Quest rewards.
76: Radio, doesn't work at present.
65 and 85: Spacebikes and their fuel.
Gem cluster is the fuel. Can be reset in mines, caves and the like, but sparingly.
73: Furniture:
Makes it possible to sit or lie on the object, etc (set the variables under C).
Back to the top
| OBJECT FLAGS (Option 6 in Oedit): | |
|---|---|
| Use these flags with some sense! Not every object needs to hum and glow! | |
| 1) glowing | 2) humming |
| 3) unrentable | 4) undonateable |
| 5) anti-invisible | 6) invisible |
| 7) magic | 8) cursed |
| 9) blessed | 10) anti-good |
| 11) anti-evil | 12) anti-neutral |
| 13) anti-mage | 14) anti-priest |
| 15) anti-thief | 16) anti-warrior |
| 17) unsellable | 18) anti-faun |
| 19) anti-centaur | 20) anti-elf |
| 21) anti-dwarf | 22) < UNUSED > |
| 23) anti-indian | 24) anti-gringo |
| 25) anti-martian | 26) anti-spacewolf |
| 27) anti-hunter | 28) anti-ranger |
| 29) anti-gypsy | 30) anti-esper |
| 31) melt-on-drop | 32) (buried) |
| 33) player corpse | 34) mob corpse |
| 35) artifact | 36) unique |
| 37) unlocateable | 38) hidden |
| 39) poison type 1 | 40) poison type 2 |
| 41) poison type 3 | 42) poison type 4 |
| 43) edible | 44) skinable |
| 45) anti-disarm | 46) anti-male |
| 47) anti-female | 48) contraceptive |
| 49) < UNUSED > | 50) < UNUSED > |
| 51) tinkered | 52) randomized |
| 53) enhanced | 54) modified |
| 55) lightsaber | 56) two-handed |
| 57) < UNUSED > | 58) < UNUSED > |
| 59) life-stealing | 60) mana-stealing |
| 61) move-stealing | 62) undisplayed |
| 63) extracting-(CODE) | 64) shiftable |
| 65) key-rent |
1) and 2) Only cosmetical.
Some comments about the object flags:
3) Makes the object go poof when you log out.
5) Particularly useful for message Boards.
7) Object cannot be enchanted.
8) Object cannot be dropped.
35) Must be set in code. Consult with Head Builder.
37) Should always be set on undisplayed containers and portals and Quest items.
45) Useful on weapons.
48) not sure if this works :-P
51) and 53) set by code.
52-55) Not sure how this works.
56) Use for certain weapons.
59-60) Evil objects.
62) Use for containers, portals etc. that you don't want seen by mortals.
54) Containers-on-wheels.
65) Use for keys that you don't want to go poof on log-out.
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| WEAR_LOCS FOR OBJECTS (Option 7 in Oedit): | |
|---|---|
| 1) TAKE | 2) FINGER |
| 3) NECK | 4) BODY |
| 5) HEAD | 6) LEGS |
| 7) FEET | 8) HANDS |
| 9) ARMS | 10) SHIELD |
| 11) ABOUT | 12) WAIST |
| 13) WRIST | 14) WIELD |
| 15) HOLD | 16) FACE |
| 17) EYES | 18) HIPS |
| 19) EAR | 20) ANKLE |
| 21) HORNS | 22) ANTENNA |
| 23) TAIL | 24) FOCUS |
| 25) SHOULDER | 26) CREST |
| 27) THIGH | 28) KNEE |
| 29) FLOATING |
| THE SAME WEAR_LOCS WHEN SET ON MOBS IN ZEDIT: | |
|---|---|
| 0) Used as light | 1) Worn on right finger |
| 2) Worn on left finger | 3) First worn around Neck |
| 4) Second worn around Neck | 5) Worn on body |
| 6) Worn on head | 7) Worn on legs |
| 8) Worn on feet | 9) Worn on hands |
| 10) Worn on arms | 11) Worn as shield |
| 12) Worn about body | 13) Worn around waist |
| 14) Worn around right wrist | 15) Worn around left wrist |
| 16) Wielded | 17) Held |
| 18) Worn on face | 19) Worn over eyes |
| 20) Worn on hips | 21) Worn in right ear |
| 22) Worn in left ear | 23) Worn on right ankle |
| 24) Worn on left ankle | 25) Worn on horns |
| 26) Worn on antenna | 27) Worn on tail |
| 28) Wielded second | 29) Worn on hind legs |
| 30) Worn on hind feet | 31) |
Elves, Dwarves, Indians and Gringos have the normal antropoid wear_locs.
Fauns have horns and tail, but lack hips and shield.
Centaurs have tail, extra legs and feet, but lack waist, hips and ankles.
Martian have antennas, but lack hips.
spacewolves have tail, but lack waist.
Centaur: light finger finger_2 neck body head legs feet hands arms shield about waist wrist wrist_2 wield hold face eyes ear ear_2 tail wield_2 legs_2 feet_2 focusing
Elf: light finger finger_2 neck body head legs feet hands arms shield about waist wrist wrist_2 wield hold face eyes hips ear ear_2 ankle ankle_2 wield_2 focusing
Dwarf: light finger finger_2 neck body head legs feet hands arms shield about waist wrist wrist_2 wield hold face eyes hips ear ear_2 ankle ankle_2 wield_2 focusing
Indian: light finger finger_2 neck body head legs feet hands arms shield about waist wrist wrist_2 wield hold face eyes hips ear ear_2 ankle ankle_2 wield_2 focusing
Gringo: light finger finger_2 neck body head legs feet hands arms shield about waist wrist wrist_2 wield hold face eyes hips ear ear_2 ankle ankle_2 wield_2 focusing
Martian: light finger finger_2 neck body head legs feet hands arms shield about waist wrist wrist_2 wield hold face eyes ear ear_2 ankle ankle_2 antenna wield_2 focusing
Spacewolf: light finger finger_2 neck neck_2 body head legs feet hands arms shield about waist wrist wrist_2 wield hold face eyes hips ear ear_2 tail wield_2 focusing
Back to the top
| WEAR_LOCS IN ZEDIT: | |
|---|---|
| 0) Used as light | 1) Worn on right finger |
| 2) Worn on left finger | 3) First worn around Neck |
| 4) Second worn around Neck | 5) Worn on body |
| 6) Worn on head | 7) Worn on legs |
| 8) Worn on feet | 9) Worn on hands |
| 10) Worn on arms | 11) Worn as shield |
| 12) Worn about body | 13) Worn around waist |
| 14) Worn around right wrist | 15) Worn around left wrist |
| 16) Wielded | 17) Held |
| 18) Worn on face | 19) Worn over eyes |
| 20) Worn on hips | 21) Worn in right ear |
| 22) Worn in left ear | 23) Worn on right ankle |
| 24) Worn on left ankle | 25) Worn on horns |
| 26) Worn on antenna | 27) Worn on tail |
| 28) Wielded second | 29) Worn on hind legs |
| 30) Worn on hind feet | 31) Focusing through |
| ----------- | ----------- |
| 32) Worn on right thumb | 33) Worn on left thumb |
| 34) Worn on saddle | 35) Worn through ear tip |
| 36) Worn on left shoulder | 37) Worn on right shoulder |
| 38) Used as crest | 39) Worn on left thigh |
| 40) Worn on right thigh | 41) Worn on left knee |
| 42) Worn on right knee | 43) Floating about |
Comment: Wear_locs 32-42 are only allowed to be used for crafted items!
Back to the top
| Weapon damage types | |
|---|---|
| 0) hit | 1) sting |
| 2) whip | 3) slash |
| 4) bite | 5) bludgeon |
| 6) crush | 7) pound |
| 8) claw | 9) maul |
| 10) thrash | 11) pierce |
| 12) blast | 13) punch |
| 14) stab | 15) kick |
| 16) gore |
| SPELLS (for potions/wands/staffs): | ||
|---|---|---|
| 0) UNDEFINED | 1) armor | 2) teleport |
| 3) bless | 4) blindness | 5) burning hands |
| 6) call lightning | 7) charm | 8) chill touch |
| 9) clone | 10) color spray | 11) control weather |
| 12) create food | 13) create water | 14) cure blind |
| 15) cure critic | 16) cure light | 17) curse |
| 18) detect alignment | 19) detect invisibility | 20) detect magic |
| 21) detect poison | 22) dispel evil | 23) earthquake |
| 24) enchant weapon | 25) energy drain | 26) fireball |
| 27) harm | 28) heal | 29) invisibility |
| 30) lightning bolt | 31) locate object | 32) magic missile |
| 33) poison | 34) protection from evil | 35) remove curse |
| 36) sanctuary | 37) shocking grasp | 38) sleep |
| 39) strength | 40) summon | 41) suffocate |
| 42) word of recall | 43) antidote 1 | 44) sense life |
| 45) animate dead | 46) dispel good | 47) group armor |
| 48) group heal | 49) group recall | 50) infravision |
| 51) waterwalk | 52) gate | 53) minor identify |
| 54) remove alignment | 55) locate person | 56) poison 2 |
| 57) poison 3 | 58) poison 4 | 59) antidote 2 |
| 60) antidote 3 | 61) evil eye | 62) absolve |
| 63) chain lightning | 64) recharge | 65) meteor shower |
| 66) stoneskin | 67) steelskin | 68) hold person |
| 69) paralyze | 70) holy word | 71) holy shout |
| 72) haste | 73) shield | 74) group shield |
| 75) acid arrow | 76) flame arrow | 77) cone of cold |
| 78) knock | 79) protection from fire | 80) protection from cold |
| 81) earth elemental | 82) water elemental | 83) air elemental |
| 84) fire elemental | 85) fire shield | 86) life transfer |
| 87) mana transfer | 88) protection from good | 89) mind fire |
| 90) mind electricity | 91) mind water | 92) mind ice |
| 93) ice shield | 94) thorn shield | 95) mana shield |
| 96) mirror shield | 97) holy shield | 98) static shield |
| 99) fortify mind | 100) fortify body | 101) sweet dreams |
| 102) devine mind | 103) numb mind | 104) slowness |
| 105) flight | 106) battle rage | 107) embue armor |
| 108) magic bubble | 109) psi panic | 110) nightmare |
| 111) vitalize | 112) dispel sanctuary | 113) forsee |
| 114) mana blast | 115) confuse | 116) corrupt armor |
| 117) weaken | 118) soulsmash | 119) demonshreak |
| 120) lifesuck | 121) burning skull | 122) heart squeeze |
| 123) facemelt | 124) electric blast | 125) inferno |
| 126) water to wine | 127) midas touch | 128) polymorph |
| 131) backstab | 132) bash | 133) hide |
| 134) kick | 135) pick lock | 136) flank |
| 137) rescue | 138) sneak | 139) steal |
| 140) track | 141) mount | 142) riding |
| 143) tame | 144) snare | 145) throw |
| 146) bow | 147) sling | 148) crossbow |
| 149) dual | 150) encircle | 151) blackjack |
| 152) second attack | 153) firearm | 154) push |
| 155) scan | 156) brew | 157) scribe |
| 158) tinker | 159) poison weapon | 160) retreat |
| 161) filet | 162) disarm | 163) forage |
| 164) trap aware | 165) parry | 166) mounted combat |
| 167) trample | 168) joust | 169) grapple |
| 170) drunk | 171) hand-to-hand | 172) melee |
| 173) third attack | 174) fourth attack | 175) fifth attack |
| 176) dodge | 177) phase | 178) charge |
| 179) grip | 180) face | 181) focus |
| 182) martial arts | 183) slip | 184) manipulate |
| 185) holy strength | 186) berserk | 187) meditate |
| 188) woodsing | 189) hyperactivity | 190) true strike |
| 191) strangle | 192) fortify | 193) manifest |
| 194) scalp | 195) brace | 196) behead |
| 197) bladedance | 198) longarm | 199) cleave |
| 201) identify | 202) fire breath | 203) gas breath |
| 204) frost breath | 205) acid breath | 206) lightning breath |
| 207) burn | 208) freeze | 209) acid |
| 295) Malactation |
The Y/N rows below indicate which potions/scrolls/wands/staffs that are possible to make. The MIN_LEV is the Minimum Level DEMANDED by the item you are making. The object won't work if making level less than demanded. Not all the above spells are listed below.
The order of columns are: number; potions; scrolls; wands; staffs; minlevel.
| TYPE_UNDEFINED | -1 | Y | Y | Y | Y | - |
| SPELL_RESERVED_DBC | 0 | N | N | N | N | - |
| SPELL_ARMOR | 1 | Y | Y | Y | N | >0 |
| SPELL_TELEPORT | 2 | Y | Y | Y | Y | >0 |
| SPELL_BLESS | 3 | Y | Y | Y | N | ... |
| SPELL_BLINDNESS | 4 | Y | Y | Y | Y | |
| SPELL_BURNING_HANDS | 5 | N | N | N | N | == 5 |
| SPELL_CALL_LIGHTNING | 6 | Y | Y | N | Y | >=12 |
| SPELL_CHARM_PERSON | 7 | N | Y | N | Y | |
| SPELL_CHILL_TOUCH | 8 | N | N | N | N | == 3 |
| SPELL_CLONE | 9 | Y | Y | Y | N | |
| SPELL_COLOUR_SPRAY | 10 | N | Y | Y | N | ==11 |
| SPELL_CONTROL_WEATHER | 11 | N | N | N | N | |
| SPELL_CREATE_FOOD | 12 | N | Y | N | N | |
| SPELL_CREATE_WATER | 13 | N | N | N | N | |
| SPELL_CURE_BLIND | 14 | Y | N | N | Y | |
| SPELL_CURE_CRITIC | 15 | Y | N | N | Y | |
| SPELL_CURE_LIGHT | 16 | Y | N | N | Y | |
| SPELL_CURSE | 17 | Y | Y | N | Y | |
| SPELL_DETECT_EVIL | 18 | Y | N | N | Y | |
| SPELL_DETECT_INVISIBLE | 19 | Y | N | N | Y | |
| SPELL_DETECT_MAGIC | 20 | Y | N | N | Y | |
| SPELL_DETECT_POISON | 21 | Y | Y | N | N | |
| SPELL_DISPEL_EVIL | 22 | Y | Y | Y | Y | == 10 |
| SPELL_EARTHQUAKE | 23 | N | Y | N | Y | == 7 |
| SPELL_ENCHANT_WEAPON | 24 | N | Y | N | N | |
| SPELL_ENERGY_DRAIN | 25 | Y | Y | Y | Y | == 13 |
| SPELL_FIREBALL | 26 | N | Y | Y | N | == 15 |
| SPELL_HARM | 27 | Y | N | N | Y | == 15 |
| SPELL_HEAL | 28 | Y | N | N | Y | |
| SPELL_INVISIBLE | 29 | Y | Y | Y | Y | |
| SPELL_LIGHTNING_BOLT | 30 | N | Y | Y | N | == 9 |
| SPELL_LOCATE_OBJECT | 31 | N | N | N | N | |
| SPELL_MAGIC_MISSILE | 32 | N | Y | Y | N | == 1 |
| SPELL_POISON | 33 | Y | N | N | Y | |
| SPELL_PROTECT_FROM_EVIL | 34 | Y | Y | Y | Y | |
| SPELL_REMOVE_CURSE | 35 | Y | Y | N | Y | |
| SPELL_SANCTUARY | 36 | Y | Y | N | Y | |
| SPELL_SHOCKING_GRASP | 37 | N | N | N | N | == 7 |
| SPELL_SLEEP | 38 | Y | Y | Y | Y | |
| SPELL_STRENGTH | 39 | Y | Y | N | Y | |
| SPELL_SUMMON | 40 | N | N | N | N | |
| SPELL_VENTRILOQUATE | 41 | N | N | N | N | |
| SPELL_WORD_OF_RECALL | 42 | Y | Y | Y | Y | |
| SPELL_REMOVE_POISON | 43 | Y | N | N | Y | |
| SPELL_SENCE_LIFE | 44 | Y | N | N | Y | |
| SPELL_IDENTIFY | *53* | N | Y | N | N |
| DRINK TYPES: | |
|---|---|
| 0) water | 1) beer |
| 2) wine | 3) ale |
| 4) dark ale | 5) whisky |
| 6) lemonade | 7) firebreather |
| 8) local speciality | 9) slime mold juice |
| 10) milk | 11) tea |
| 12) coffee | 13) blood |
| 14) salt water | 15) clear water |
| HOW THE DRINK TYPES AFFECT HUNGER, THIRST AND DRUNKENNESS: | ||||
|---|---|---|---|---|
| Type | Nr. | Drunk | Full | 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 |
| FIREBRT | 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 |
| CLEARWATER | 15 | 0 | 0 | 13 |
| ADDAFFECTS: | |
|---|---|
| 0) Nothing | 1) Strength |
| 2) Dexterity | 3) Intelligence |
| 4) Wisdom | 5) Constitution |
| 6) Charisma | 7) Health-regen |
| 8) Move-regen | 9) Age |
| 10) Weight | 11) Height |
| 12) Maxmana | 13) Maxhit |
| 14) Maxmove | 15) Mana-regen |
| 16) Experience | 17) Armor |
| 18) Hitroll | 19) Damroll |
| 20) Paralize Defence | 21) Rod Defence |
| 22) Petrify Defence | 23) Breath Defence |
| 24) Spell Defence | 25) Race |
| 26) Speed |
Some of the addaffects for objects under option D don't work - or worse even could crash the mud - so DO NOT use the following ones:
7) CLASS
8) LEVEL
9) AGE
10) CHAR_WEIGHT
11) CHAR_HEIGHT
15) GOLD
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Strength, Intelligence, Wisdom, Dexterity, Constitution, Charisma, Hitroll and Damroll: Maxhit, Maxmana and Maxmove: HitRegen, MoveRegen, ManaRegen: Age: CharWeight And CharHeight: Exp and Race: AC/Armor: Paralyze, Rods, Petrify, Breath, and Spell Defence: Speed: Coolness: Mine Speed, Bonus, Stealth, and Damage: Spells on wands, potions, staff's, scrolls:
Affect Points
2 points each +1 to stat with a maximum for any one of them of +5.
1 point for every +5 to stat (with a maximum for Maxhit being +50)
1 point for every +5 to stat with a maximum at +20.
1 point for any +5 to stat with a maximum at plus or minus 20.
1 point for any +2 to stat.
This stat does nothing, so don't use it.
1 point for any armor change for every +1 or -1 stat
1 point for every -2 to stat.
Please use very sparingly.
1 point per 5 speed with a max of 3 points used ever.
1 point per 5 coolness points, this is mostly used for RP reasons,
but also for some Quests.
Each of these stats is used specifically for tunnelling,
1 point per +1 stat.
3 points per spell, 3 points per 15 levels.
The spell heal should not be used on any magical item unless approved by a head builder.
Back to the top
| MOB SPECES | |
|---|---|
| spec_cleric | For Healers |
| spec_janitor | Picks up items and junks them. |
| Spec_magic | Casts magic spells |
| Spec_thief | Steals gold from players |
| assist_good | Assists good aligned players/mobs. |
| assist_evil | Assists evil aligned players/mobs. |
| spec_trainer | For practice of skills |
| spec_postmaster | For post offices |
| spec_game | 4 different; high dice, seven, upper lower triple and crap. |
| spec_fido | Dog, which eats corpses and attacks sleeping players. |
| spec_mayor | Useless here. (Walks a set path in Midgard) |
| spec_puff | The dragon in Limbo |
| ROOM SPECES | |
|---|---|
| dump | Junks all items dropped in the room. |
| pet shop | Sets a shop as pet shop (2 rooms needed in sequence) |
| vehicle | The room part of a vehicle |
| OBJ SPECES | |
|---|---|
| spec_bottle | Loads a mob when a container is opened |
| spec_bank | Creates a bank from any object |
| vehicle | First make the vehicle in OLC. Final setting in the code. |
| spec_slot | A one-armed-bandit (gambling machine). |
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Who's playing now
| Name | Level |
|---|---|
| Molly | God |
| Emma | 36 |
| Faeryl | 49 |
| Total Online | Uptime |
| 3 | 1 day, 5:17 hours |
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