An object is any item in the game, be it unmovable rock, the fountain in market square, or that nice sword Everyman the Barbarian has. Everything the mud needs to know about objects can be found in the .obj file, except for where they actually are.
Here is an example object, followed by a line-by-line breakdown:
The line-by-line breakdown:
The short desc and long desc are similar to those of rooms, as well as the placement of tildes.
The value of this field can be found in the list below...
The following chart gives values and explanations of all the object flags...
1 Glow - item glows
2 Hum - item hums
4 * Dark - Not Implemented
8 * Lock - Not Implemented
16 * Evil - Not Implemented
32 Invis - item is invisible
64 Magic - item has a magic aura
128 Nodrop - item cannot be dropped
256 Bless - item is blessed
512 A-Good - not usable by good aligned.
1024 A-Evil - not usable by evil aligned.
2048 A-Neut - not usable by neutral aligned.
These flags are handled the same way as the flags mentioned in the Basics section of this Handbook. The chart is fairly self-explanatory.
# Where Wear Notes
1 Take - item is takeable (IMPORTANT!)
2 Finger
4 Neck
8 Body
16 Head
32 Legs
64 Feet
128 Hands
256 Arms
512 Shield
1024 About body
2048 Waist
4096 Wrist
8192 Wield
16384 Hold
32768 * Throw - not implemented
The four numbers consisting of the 'item values' are different for each type of item. Below the meanings of these numbers are broken down by each type. Zeroes refer to fields not used, while letters are explained for each section...
(please note this is basically lifted verbatim from the Diku-docs. Credits to the original author(s), and no disrespect intended.)
NUMBER CATEGORY Message type
2 : Slash "whip/whips"
3 : Slash "slash/slashes"
6 : Bludgeon "crush/crushes"
7 : Bludgeon "pound/pounds"
11 : Pierce "pierce/pierces"
CLOSEABLE 1
PICKPROOF 2
CLOSED 4
LOCKED 8
Type nr. Drunkness Fullness 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
FIREBREATH 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
COKE 15 0 1 5
Due to the calculations performed in the damage routines of a standard mud, the following must be kept in mind; spells are more powerful when cast at the lowest level capable of casting the spell, compared to higher levels casting the same spells.
An Example: The Mighty Eeyore is a 7th level mage, and has just earned the spell 'shocking grasp'. This spell will do the most damage while Eeyore is 7th level. When Eeyore becomes 8th level, the damage caused by this spell will dramatically reduce, and 9th level will reduce it even more.
Please keep this in mind when choosing spells, and the level of the spells in a particular item.
Below is a chart (lifted from the original Diku-docs, mostly) that gives the id# and usage of each spell...
ID # POTION SCROLL WAND STAFF
ARMOUR 1 Y Y Y N
TELEPORT 2 Y Y Y Y
BLESS 3 Y Y Y N
BLINDNESS 4 Y Y Y Y
BURNING_HANDS 5 N N N N
CALL_LIGHTNING 6 Y Y N Y
CHARM_PERSON 7 N Y N Y
CHILL_TOUCH 8 N N N N
CLONE 9 Y Y Y N
COLOUR_SPRAY 10 N Y Y N
CONTROL_WEATHER 11 N N N N
CREATE_FOOD 12 N Y N N
CREATE_WATER 13 N N N N
CURE_BLIND 14 Y N N Y
CURE_CRITIC 15 Y N N Y
CURE_LIGHT 16 Y N N Y
CURSE 17 Y Y N Y
DETECT_EVIL 18 Y N N Y
DETECT_INVISIBLE 19 Y N N Y
DETECT_MAGIC 20 Y N N Y
DETECT_POISON 21 Y Y N N
DISPEL_EVIL 22 Y Y Y Y
EARTHQUAKE 23 N Y N Y
ENCHANT_WEAPON 24 N Y N N
ENERGY_DRAIN 25 Y Y Y Y
FIREBALL 26 N Y Y N
HARM 27 Y N N Y
HEAL 28 Y N N Y
INVISIBLE 29 Y Y Y Y
LIGHTNING_BOLT 30 N Y Y N
LOCATE_OBJECT 31 N N N N
MAGIC_MISSILE 32 N Y Y N
POISON 33 Y N N Y
PROTECT_FROM_EVIL 34 Y Y Y Y
REMOVE_CURSE 35 Y Y N Y
SANCTUARY 36 Y Y N Y
SHOCKING_GRASP 37 N N N N
SLEEP 38 Y Y Y Y
STRENGTH 39 Y Y N Y
SUMMON 40 N N N N
VENTRILOQUATE 41 N N N N
WORD_OF_RECALL 42 Y Y Y Y
REMOVE_POISON 43 Y N N Y
SENSE_LIFE 44 Y N N Y
IDENTIFY *53* N Y N N
An item apply is a particular effect the item has upon the holder/wielder/wearer's statistics. There can be a maximum of two applies on an item, each requiring their own 'A' flag to let the mud know that there is more than one apply. Thus, a sword that added one to a character's strength, and -10 to his hitpoints would be:
A
1 1
A
13 -10
The first value is the type of apply, the second the value. Below is a list of the different types of applies, and their values.
1 Strength
2 Dex
3 Int
4 Wis
5 Con
6 Gender - Internal use only... do not use.
7 Class - Internal use only... do not use.
8 Level - Internal use only... do not use.
9 Age
10 Weight
11 Height
12 Mana - adds to max value
13 Hitpoints - adds to max value
14 Move points - adds to max value
15 Gold - Internal use only... do not use.
16 Experience - Internal use only... do not use.
17 Armour Class
18 Hitroll - bonus/penalty to hit
19 Damage roll - bonus/penalty to damage done by user
20 Anti-Para - bonus/penalty to resistance roll
21 Anti-Rod - bonus/penalty to resistance roll
22 Anti-Petrify - bonus/penalty to resistance roll
23 Anti-Breath - bonus/penalty to resistance roll
24 Anti-Spell - bonus/penalty to resistance roll (most used)