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Flags and Speces

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  • Outline

1. Roomflags
2. Sectorflags
3. Mobflags:

  • NPC-flags (Option L in Medit)
  • Affect flags (Option M in Medit)
  • MOB damage types

4. Objects:

  • Object Types
  • Object Types comments
  • Object Flags
  • Object Flags comments

5. Wear_locs

  • Wear_locs for objects
  • Wear_locs set on mobs in zedit
  • Wear_locs in zedit

6. Weapon Damage Types
7. Spells
8. Liquid Containers:

  • Drink Types
  • How the drink types affect hunger, thirst and drunkenness

9. Addaffects (Stats)
10. Affect Points
11. Speces:

  • MOB Speces
  • Room Speces
  • Obj 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

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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)

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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.)

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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

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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

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Objects

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

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Some comments about the object types:

14: The Traps don't work yet, but hopefully will eventually.
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).
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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

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Some comments about the object flags:

1) and 2) Only cosmetical.
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

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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
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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!
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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

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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

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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

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Liquid Containers

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

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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

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Addaffects and Affect Points

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

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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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Affect Points

Strength, Intelligence, Wisdom, Dexterity, Constitution, Charisma, Hitroll and Damroll:
2 points each +1 to stat with a maximum for any one of them of +5.

Maxhit, Maxmana and Maxmove:
1 point for every +5 to stat (with a maximum for Maxhit being +50)

HitRegen, MoveRegen, ManaRegen:
1 point for every +5 to stat with a maximum at +20.

Age:
1 point for any +5 to stat with a maximum at plus or minus 20.

CharWeight And CharHeight:
1 point for any +2 to stat.

Exp and Race:
This stat does nothing, so don't use it.

AC/Armor:
1 point for any armor change for every +1 or -1 stat

Paralyze, Rods, Petrify, Breath, and Spell Defence:
1 point for every -2 to stat.

Speed:
Please use very sparingly.
1 point per 5 speed with a max of 3 points used ever.

Coolness:
1 point per 5 coolness points, this is mostly used for RP reasons,
but also for some Quests.

Mine Speed, Bonus, Stealth, and Damage:
Each of these stats is used specifically for tunnelling,
1 point per +1 stat.

Spells on wands, potions, staff's, scrolls:
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.
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Speces

The following mob and object speces are available at present: (They must all be set in the code, so make a list of the vnums of the mobs, rooms and objects that you want to have a spec set on, when you submit the zone).

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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