Building Objects


Okay, objects are not my best thing (my best things being rooms and programs) but I'll see what I can do, and, hey, this might even help me figure some more stuff out. At any rate, I have all the help files anybody else does, so I should be able to at least write this sensibly enough. And it's not so much that I don't write them well, I'm just not great at making them fit their levels. So I'll call in Sil for that part *grin* Anyway.

Objects cover quite a bit of ground. All the weapons and armor of the players, as well as potions, pills, food, fountains, furniture, and just about anything else, from trees to rocks, to lakes.

So, as per usual, I'll start with a basic index of main sections:
Getting Started
The Basic Commands (more links from here)
Armor
Weapons
Wands, staffs, and other objects that do things
Misc

Getting Started


The very first thing you want to do upon getting assigned object vnums is to use ocreate to make a first object and a last object. That is, take the first vnum of your area, and the last one, and creat anything from them. If you're area is 1000 to 1099, use ocr 1000 start object and ocr 1099 end object (or any other keywords), just so your boundaries are set, so when you area is saved at the end of your project, you aren't suddenly missing a lot of vnums that might be needed at some point.

Besides that, I can't think of any special tips offhand just now. But if I think of any more, I'll add them in. Now- onwards to the actual buiding!

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Basic Commands

Okay, below is a list of the basic commands needed to build.
CommandFieldsBrief DescriptionComments
Ocreate[vnum] [keywords]Creates a new object
Ostat[vnum/keyword]Reveals all the stats of an object.
Oset
General
flagsSets object's flags
wearSets object's wearflags
levelSet's object's level
weightSet's object's weight
costSet's object's worth (gold)
silverSet's object's worth (silver)
*
bronzeSet's object's worth (bronze)
moneySet's oject's worth (gold silver bronze)
rentDon't think we use it.
?
timerObject disintigrates after # of ticks
typeSets object type
values (0-5)Sets object values, differs for different object types.
affectSets all that the item affects the user with
rmaffectRemoves a given affect
layersSets an object's layer
Use sparsely
Weapons Only
weapontypeSets the type of weapon
Weapons & Armor
conditionSets the condition of the item (how close to scrapping)
Armor Only
acSet's the armor class of an item
Scrolls, Potions, Pills, Wands, and Staves Only
slevelSets the level of spell cast by an item
spell (1-3)Sets which spells are cast by an item
Wands/staves: 1 spell only
Wands and Staves Only
maxchargesSets the maximum number of charges in a wand/staff
chargesSets the current number of charges in a wand/staff
Containers Only
cflagsSets container flags on a container
keyAssigns a key to a container
capacitySets the capacity of a container
Levers and Switches only
tflagsSets the flags on levers/switches


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Starting a New Object

Objects are created primarily with the command Ocreate.
Syntax Ocreate [vnum] [keywords]
Ocreate [vnum] [vnum of object copied] [keywords]

The first of the two methods mentioned in the table above will simply create a new object of vnum [vnum] with the keywords that you choose to give it. The second is only a little different, and yet can make a huge difference in how difficult a job is. If you have two similar objects, or even are making an object similar to one in another area, you can just copy that object over to the new vnum, and make whatever adjustments necessary, rather than doing each individual step as you would otherwise have to. Simply put in the vnum of the already existing object you would like a copy of immediately after that of the vnum you're working on, and before the keywords.

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Finding the Stats on Objects

As the name might suggest, the command ostat gives you all the stats on an object. That is, everything that was oset into it. The weight, level, affects, type, and everything else.

Syntax:Ostat [object vnum]
Ostat [object keyword]

You can use ostat with any vnum that isn't empty, and with any of the keywords on any object. Just keep in mind that if you don't have the object with you, or if you have more than one object with the same keyword, it might not stat the one you want.

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Object Flags

Object flags do all kinds of things. Some of them are basically just for appearence, others control who can and who cannot use the item in question, or control what you can do with the object once you have it. They can effect nearly anything about the object. Here they are:

FlagEffect
General
GlowJust for looks.
Dark
Hum
InvisCan't see it unless you have true sight or detect invis.
EvilGlows when you look at it with detect evil.
Effects the Item Itself.
Bless20% more resistant to damange.
Organic20% more susceptible to damage.
Metal20% more resistant to damage.
InventoryPurges when the player wearing/holding it dies.
HiddenCannot be seen without searching the room. (* Normal SMAUG- Can be seen with true sight.
NoscrapItem cannot be scrapped (doesn't work on lights) (* MS only)
LoyalFor deadlies: Comes back to the owner when disarmed. No effect for peaceful chars.
Effects What You Can Do To the Item
MagicIt's magical, which means you can't enchant it.
DonationPrevents get all.
NodropYou can't let go of it unless somebody hits ya with remove curse.
NoremoveCan't be removed without remove curse.
NolocateThe spell Locate Object fails to find it.
NocontainerObject can not be placed in any container. (* MS only)
Effects Who Can Use the Item
AntievilIf your alignment is 350 or lower, it zaps you.
AntineutralIf your alignment -350 to 350, it zaps you.
AntigoodIf your alignment is 350 or higher, it zaps you.
Anti[class]replace [class] with warrior, cleric, mage, thief, vampire, druid, ranger, paladin, augurer; psionicist, necromancer, beastmaster, healer, wraith, elementalist. Whichever class it is, gets zapped if they try to use it. (* Regular SMAUG-All classes divided between warrior, cleric, mage, thief, vampire, druid)


Wear flags are the flags that mark where you can put an item after you find it. You set them with oset [obj] wear [wearflag] Note that for anything with any wear flag you want to have a take flag. That is, oset wear take. That will make it so the item can be picked up. If you can't pick it up, it's fairly difficult to put it on. Sense, no? Other than that, I'm guessing if you're building you know where each of the following is worn, so I'm just gonna ring off the names. So, the wear flags are:

Wear Flags
takeLets you pick it up. Put on every getable item.
headearseyesneck
bodyaboutThese two could be confusing. Body is generally an inner layer, shirt, etc, wheras about is outer like a cloak.
armshandswristfinger
wieldshieldhold
waistlegsfeet


Level. oset [obj] level [nbr] Not, I should think, so tough to figure out. It's the level of the object, aka, the level a player needs to be to use the object or to save while carrying it. This should, of course, be somewhat measured to the strength of the object vs. other equipment around for the given level. If the object doesn't have a wear take flag, level doesn't matter in the least.

Weight. oset [obj] weight [nbr]How much does it weigh? Simple nuff.

Reaching cost, there are 2 ways to do things. The easy way, and the hard way. The hard way is to set gold, silver, and bronze separately, by using:
oset [obj] cost [amt]
oset [obj] silver [amt]
oset [obj] bronze [amt]


This heralds from the time where, as on most smaug muds, money is reckoned in gold alone. When we added the new ones we simply added them in the same fashion. Realizing that that was a pain in the butt to deal with, we then upgraded to money, which is used as:
oset [obj] money [gold amt] [silver amt] [bronze amt]
which, as I feel certain you can see, is much easier.

Timer sets how long you want an item to last for. oset [obj] timer [nbr ticks] where nbr ticks is how long you want it to go before it vanishes. Anything that just won't last will have a timer. Most things don't.

Type is what type of object it is. Since that doesn't say much, the list follows. They're pretty much self explanatory, if I see one that isn't, I'll add something to it. Ones that I'm aware of having an effect on the object rather than being kinda for looks will be a link to more about that objecttype.

None
Object Types
armor