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Kraken's Building Guide:

ROOMS
Description                        What is the room. What's in the room (stuff that doesn't change).
                                What's around the room (in adjacent rooms).
Extra Description Keywords        Things players can look at that aren't actually in
                                the room that returns a more specific description of something in the room.
Name                                The name of the room (what people see in their prompts as %r).
Vnum                                The virtual number associated with the room.
Sector Type                        The type of room.
Room Flags                        Things that affect the room.
Hp/Mana Regen Rate                % of regular regen (100% is standard).
Sound                                (Optional) The midi/wav file played when a player enters the room (only
                                works for clients that support sound and have the corresponding file present
                                under same name).
Exits                                The vnums of other rooms in certain directions. Can include exit flags,
                                keys, description keywords.
Resets                                (Optional) Any mobs or objects that reset into the room.

MOBS
Name                                Name keywords that identify the mob.
Act flags                        (Optional) General abilities of the mob.
Vnum                                Virtual number associated with the mob.
Sex                                Sex of the mob.
Race                                Race of the mob.
Level                                Level of the mob.
Alignment                        Alignment of the mob (-1000 to 1000).
Hitroll                                Hitroll of the mob (default is 0, can be set by autovalue depending
                                on level).
Damage Noun                        Damage noun used by the mob in hand to hand combat (each damage
                                noun falls into one of a set of damage types).
Hp Dice                                (Number)d(Type)+(Bonus) Average random hp of the mob (can be set by
                                autovalue depending on level).
Mana Dice                        (Number)d(Type)+(Bonus) Average random mana of the mob (can be set
                                 by autovalue depending on level).
Damroll Dice                        (Number)d(Type)+(Bonus) Average random damage dealt by the mob
                                (can be set by autovalue depending on level).
Affects                                (Optional) Spells affecting the mob.
AC Values                        (Optional) Armor class of the mob (can be set by autovalue depending
                                 on level).
Form                                (Optional) Type of mob (can be set by autovalue depending on race).
Parts                                (Optional) Body parts left behind when the mob dies (can be set by
                                 autovalue depending on race).
Immunities                        (Optional) Classifications that the mob is immune to (can be set by
                                autovalue depending on race).
Resistances                        (Optional) Classifications that the mob is resistant to (can be
                                set by autovalue depending on race).
Vulnerabilities                        (Optional) Classifications that the mob is vulnerable to (can
                                 be set by autovalue depending on race).
Offensive Abilities                (Optional) Abilities that the mob can use in combat (can be
                                set by autovalue depending on race).
Size                                Size of the mob (can be set by autovalue depending on race).
Material                        (Optional) Material of the mob (really doesn't matter).
Start Position                        Starting position of the mob (default standing).
Default Position                Position the mob is in after leaving combat (default
                                standing).
Wealth                                Average random amount of money on the mob (in silver).
Short Description                Description of the mob used in combat (similar to player
                                names).
Long Description                Description of the mob as seen when looking in a room.
Description                        Description of the mob when looking at the mob.
Shop                                (Optional) Includes Buying and selling rates in percentage of object's
                                value, hours of the day that the shop is open (opening hour and closing hour),
                                up to 5 item types bought buy the shopkeeper.
Mobprogs                        (Optional) Mobile programs applied to the mob. Requires trigger type,
                                mobprog vnum, and arguement.

OBJECTS
Name                                Name keywords that identify the object.
Vnum                                Virtual number associated with the object.
Type                                Type of object.
Level                                Level of the object.
Wear Flags                        (Optional) If the object can('t) be picked up, where the object can
                                be worn, if the object can be sacrificed.
Extra Flags                        (Optional) Other flags applied to the object.
Material                        (Optional) Material of the object.
Condition                        Condition that the object is in (default 100%).
Weight                                Weight of the object (in 10ths of pounds).
Cost                                Value of the object (in silver).
Short description                Description of the object when in use.
Long description                Description of the object as seen in room or looked at.
Virtual Values                        Values associated with the object depending on the object's
                                type.
Affects                                Player affects that the object modifies when worn.

SECTOR TYPES
city               field              forest             hills
swamp              mountain           swim               noswim
unused             air                desert             inside

ROOM FLAGS
dark               no_mob             indoors            private
safe               solitary           arena              ferry
pet_shop           no_recall          imp_only           gods_only
heroes_only        newbies_only       law                nowhere
noquit             seekers            kindred            justice
venari             kenshi             rmclan             no_gate
no_kill            no_lair            workshop

EXIT FLAGS
door               closed             locked             pickproof
nopass             easy               hard               infuriating
noclose            nolock

RESETS
Can place multiple mobs in a room. Can limit mobs in a room. Can limit mobs in
an area.
Can place objects in a mob's inventory. Can place objects to be worn by a mob
(do not place weapons as armor or armor as weapons).
Can place objects in the room.
Can place objects in other objects in a room.
Can place objects on all mobs in the room or just specific mobs in the room.

ACT FLAGS
sentinel           scavenger          aggressive         stay_area
wimpy              pet                train              practice
dealer             undead             cleric             mage
thief              warrior            noalign            nopurge
outdoors           indoors            healer             gain
update_always      changer            banker

SEX
male               female             neutral            random
none

RACE
unique             human              elf                dwarf
giant              hatchling          black dragon       blue dragon
green dragon       red dragon         white dragon       sliver
troll              gargoyle           bat                bear
cat                centipede          dog                doll
fido               fox                goblin             hobgoblin
homonculus         kobold             lizard             modron
orc                pig                rabbit             school monster
snake              song bird          gnome              water fowl
wolf               wyvern             deamon             undead
tree               unique

HP DICE (help file)
A high number of dice makes for less variance in mobiles hitpoints.
Suggested values are:

       level:     dice         min         max        mean
         1:       1d2+6       7(  7)     8(   8)     8(   8)
         2:       1d3+15     16( 15)    18(  18)    17(  17)
         3:       1d6+24     25( 24)    30(  30)    27(  27)
         5:      1d17+42     43( 42)    59(  59)    51(  51)
        10:      3d22+96     99( 95)   162( 162)   131( 129)
        15:      5d30+161   166(159)   311( 311)   239( 235)
        30:     10d61+416   426(419)  1026(1026)   726( 723)
        50:    10d169+920   930(923)  2610(2610)  1770(1767)

Diff = max - min.  Mean is the arithmetic mean.
The values in parenthesis are the the standard merc values.

DAMDICE (help file)
A high number of dice makes for less variance in mobiles hitpoints.
Suggested values are:

       Level      dice       min      min    mean

        1         1d2+0       1        2       2
        2         1d2+1       2        3       3
        3         1d3+2       3        5       4
        5         2d3+2       4        8       6
       10         2d5+5       7       15      11
       15         3d5+8      11       23      17
       20         4d5+10     14       30      22
       30         5d6+15     20       45      33
       50         5d10+25    30       75      53

Mean is the arithmetic mean.

MOB AFFECTS
blind              invisible          minimation         detect_invis
detect_magic       detect_hidden      scramble           sanctuary
faerie_fire        infrared           curse              grandeur
poison             protect_evil       protect_good       sneak
hide               sleep              charm              flying
pass_door          haste              calm               plague
weaken             dark_vision        berserk            taunt
flag_unused        slow               no_quit

FORM
edible             poison             magical            instant_decay
other              animal             sentient           undead
construct          mist               intangible         biped
centaur            insect             spider             crustacean
worm               blob               mammal             bird
reptile            snake              dragon             amphibian
fish               cold_blood

PARTS
head               arms               legs               heart
brains             guts               hands              feet
fingers            ear                eye                long_tongue
eyestalks          tentacles          fins               wings
tail               claws              fangs              horns
scales             tusks

IMMUNITIES/RESISTANCE/VULNERABILITIES
summon             charm              magic              weapon
bash               pierce             slash              fire
cold               lightning          acid               poison
negative           holy               energy             mental
disease            drowning           light              sound
wood               silver             iron               rain
vorpal

OFFENSIVES
area_attack        backstab           bash               berserk
disarm             dodge              fade               fast
kick               dirt_kick          parry              rescue
tail               trip               crush              assist_all
assist_align       assist_race        assist_players     assist_guard
assist_vnum

SIZE
tiny               small              medium             large
huge               giant

POSITIONS
sleeping           resting            sitting            standing

TRIGGER MOBPROG (help files)
Syntax (while in mob edit):
      addprog <trigger type> <mprog vnum> <argument>

This information deals with mob programming in OLC.
This is a list of all the Mobprog triggers that can be set.
--------------------------------------------------------------------------
trigger    argument and what must happen to activate trigger
--------------------------------------------------------------------------
act        STRING       to match from act() to mobile
speech     STRING       to match in dialogue (say, tell) to mobile
rand       PERCENT      chance to check whenever a PC is in the mobiles zone
bribe      INTEGER      miminum amount of silver coins given to mobile
give       OBJECT NAME, OBJECT VNUM or ALL to match when obj given to mobile
greet      PERCENT      chance to check if visible char enters mobile's room
grall      PERCENT      chance to check when any char enters mobile's room
entry      PERCENT      chance to check when mobile moves to a new room
exit       EXIT NUMBER  a visible char tries to exit mobile's room
exall      EXIT NUMBER  any char tries to exit mobile's room
kill       PERCENT      chance to check when the mobile begins fighting
fight      PERCENT      chance to check at fight_pulse if mobile is fighting
hpcnt      PERCENT      lower than mobile's hit/max_hit if mobile is fighting
death      PERCENT      chance to check after mobile has been slain
surr       PERCENT      chance to activate when a char surrenders to mobile

============================================================

VARIABLE MOBPROG
This info deals with mob programming using OLC.
If you need to specify someone who is participating in a trigger, use
the following variables. The column shows who is being described, and the
row shows what aspect of that person is being described by the variable.

--------------------------------------------------------------------------
variable         mobile actor victim random target    object 2nd_object
--------------------------------------------------------------------------
name                                               
shrt_desc/title                                    
he/she/it                                   --       --
him/her/it                                  --       --
his/hers/its                                --       --
a/an               --    --     --     --    --       --       --

============================================================

IF IFCHECK CHECK MOBPROG
This information deals with mob programming on OLC.
This is a list of all the different ifchecks that exist in mobprogs.

--------------------------------------------------------------------------
ifcheck    argument(s)     meaning
--------------------------------------------------------------------------
rand       num             Is random percentage less than or equal to num
mobhere    vnum            Is a NPC with this vnum in the room
mobhere    name            Is a NPC with this name in the room
objhere    vnum            Is an object with this vnum in the room
objhere    name            Is an object with this name in the room
mobexists  name            Does NPC 'name' exist somewhere in the world
objexists  name            Does object 'name' exist somewhere in the world
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
people == integer   Is the number of people in the room equal to integer
players == integer  Is the number of PCs in the room equal to integer
mobs == integer     Is the number of NPCs in the room equal to integer
clones == integer   Is the number of NPCs in the room with the same
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
isnpc      $*              Is $* an NPC
ispc       $*              Is $* a PC
isgood     $*              Does $* have a good alignment
isneutral  $*              Does $* have a neutral alignment
isevil     $*              Does $* have an evil alignment
isimmort   $*              Is $* an immortal (level of $* > LEVEL_HERO)
ischarm    $*              Is $* affected by charm
isfollow   $*              Is $* a follower with their master in the room
isactive   $*              Is $*'s position > POS_SLEEPING
isdelay    $*              Does $* have a delayed MOBprogram pending
isvisible  $*              Is $* visible to NPC who activated the program
hastarget  $*              Does $* have a MOBprogram target in the room
istarget   $*              Is $* the target of NPC who activated the program
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
affected   $*   'affect'   Is $* affected by 'affect'
act        $*   'act'      Is $*'s ACT bit 'act' set
off        $*   'off'      Is $*'s OFF bit 'off' set
imm        $*   'imm'      Is $*'s IMM bit 'imm' set
carries    $*   'name'     Is $* carrying object 'name'
wears      $*   'name'     Is $* wearing object 'name'
has        $*   'type'     Does $* have object of item_type 'type'
uses       $*   'type'     Is $* wearing object of item_type 'type'
name       $*   'name'     Is $*'s name 'name'
pos        $*   'position' Is $*'s position 'position' (sleeping etc.)
clan       $*   'name'     Does $* belong to clan 'name'
race       $*   'name'     Is $* of race 'name'
class      $*   'name'     Is $*'s class 'name'
objtype    $*   'type'     Is $*'s item_type 'type'
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
vnum       $*   == integer Is $*'s virtual number equal to integer
hpcnt      $*   == integer Is $*'s hitpoint percentage equal to integer
room       $*   == integer Is vnum of the room $* is in equal to integer
sex        $*   == integer Is $*'s sex equal to integer
level      $*   == integer Is $*'s level equal to integer
align      $*   == integer Is $*'s alignment equal to integer
money      $*   == integer Does $* have money (in silver) equal to integer
objval#    $*     == integer Is $*->value[#] equal to integer (# from 0-4)

============================================================

MOBCOMMANDS MOBPROG
This information deals with mob programming on OLC.
This is a list of all the different commands that a mob can call on,
while running a mobprog.

-------------------------------------------------------------------------
MOBcommand argument_list           MOBcommand argument_list
-------------------------------------------------------------------------
ASOUND     [text_string]           ECHO       [text_string]
GECHO      [text_string]           ZECHO      [text_string]
ECHOAT     [victim] [text_string]  ECHOAROUND [victim] [text_string]
MLOAD      [vnum]                  OLOAD      [vnum] [level] {wear|room}
KILL       [victim]                FLEE
REMOVE     [victim] [vnum]         MOB JUNK   [object]
PURGE      [argument]              AT         [dest] [command]
GOTO       [dest]                  TRANSFER   [victim] [dest]
GTRANSFER  [victim] [dest]         OTRANSFER  [object] [dest]
FORCE      [victim] [command]      GFORCE     [victim] [command]
VFORCE     [vnum]   [command]      CAST       [spell] [victim]
DAMAGE     [victim] [min] [max] {lethal}
DELAY                              CANCEL
REMEMBER   [victim]                FORGET
CALL       [vnum] [victim] [target1] [target2]

============================================================

MOB PROGRAMMING MOBPROG
Mob Programming is a special coding language that allows you to add unique
actions to your mobs.  There is a complete documentation of this on the
REDEMPTION WWW page.  This should be refered to if you at all want to
understand mobprogs, though the basic commands are also found in the on-line
help files.

TYPE
light              scroll             wand               staff
weapon             treasure           armor              potion
furniture          trash              container          drinkcontainer
key                food               money              boat
npccorpse          fountain           pill               protect
map                portal             warpstone          roomkey
gem                jewelry            jukebox            throwing
clothing           recall_crystal     slotmachine        orb

WEAR FLAGS
take               finger             neck               body
head               legs               feet               hands
arms               shield             about              waist
wrist              wield              hold               nosac
wearfloat          incomplete         crafted

EXTRA FLAGS
glow               hum                dark               lock
evil               invis              magic              nodrop
bless              antigood           antievil           antineutral
noremove           inventory          nopurge            rotdeath
visdeath           nonmetal           meltdrop           hadtimer
nolocate           sellextract        burnproof          nouncurse
warrior            mage               thief              cleric
soundproof

MATERIALS
acid               adamantite         air                ash
balm               bamboo             bone               brass
bronze             canvas             cardboard          clay
cloth              coal               copper             coral
cork               cream              crystal            diamond
earth              ebony              electrum           enamel
energy             feathers           felt               fire
flint              fur                glass              gold
granite            hemp               ice                iron
ivory              jelly              lace               lead
leather            linen              marble             metal
mithril            oil                paper              parchment
pewter             plastic            platinum           porcelain
quartz             rubber             sandstone          satin
shell              silk               silver             slime
snakeskin          sponge             steel              stone
tin                vellum             velvet             water
wax                webbing            wire               wood
wool               food               gem                none

OBJECT AFFECTS
none               strength           dexterity          intelligence
wisdom             constitution       sex                class
level              age                height             weight
mana               hp                 move               gold
experience         ac                 hitroll            damroll
saves              savingpara         savingrod          savingpetri
savingbreath       savingspell

ITEM_LIGHT
   value 0    unused
   value 1    unused
   value 2    hours of light available, 0 is dead, -1 or 999 is infinite
   value 3    unused
   value 4    unused

ITEM_SCROLL_POTION_PILL
   value 0    level
   value 1    spell name 1
   value 2    spell name 2
   value 3    spell name 3
   value 4    unused

ITEM_STAFF_WAND
   value 0    level
   value 1    max charges
   value 2    current charges
   value 3    spell name
   value 4    unused

ITEM_WEAPON
   value 0    weapon class.
   value 1    number of dice to roll.
   value 2    type of dice to roll.
   value 3    weapon type.
   value 4    special weapon type.

WEAPON TYPES
exotic             sword              dagger             spear
mace               axe                flail              whip
polearm

WEAPON_DICE
These are the values the server generates automatically when
converting a merc-format mobile to ROM format.  A higher
number of dice gives less variance in damage.  There is no
dice-bonus on weapon dice.

      level:   dice
        1:     1d8
        2:     2d5
        3:     2d5
        5:     2d6
       10:     4d5
       20:     5d5
       30:     5d7
       50:     5d11

WEAPON FLAGS
flaming            frost              vampiric           sharp
vorpal             twohands           shocking           poison
drag_slay          blunt              dull               corrosive
flooding           infected           no_mutate          soul_drain

ITEM_ARMOR
   value 0    ac pierce
   value 1    ac bash
   value 2    ac slash
   value 3    ac exotic (magic)
   value 4    unused

ITEM_FURNITURE
   value 0    Max people
   value 1    Max weight
   value 2    Furniture Flags
   value 3    Heal bonus
   value 4    Mana bonus

FURNITURE FLAGS
stand_at           stand_on           stand_in           sit_at
sit_on             sit_in             rest_at            rest_on
rest_in            sleep_at           sleep_on           sleep_in
put_at             put_on             put_in             put_inside

ITEM_CONTAINER
   value 0    weight capacity
   value 1    flags: closeable, pickproof, closed, locked
   value 2    key vnum
   value 3    capacity
   value 4    weight multiplier

CONTAINER FLAGS
closeable          pickproof          closed             locked
puton

ITEM_DRINK
   value 0    capacity
   value 1    current quantity
   value 2    liquid type
   value 3    poisoned?
   value 4    unused

LIQUID LIST
Name                   Color          Proof Full Thirst Food Ssize
water                  clear              0    1     10    0    16
beer                   amber             12    1      8    1    12
red wine               burgundy          30    1      8    1     5
ale                    brown             15    1      8    1    12
dark ale               dark              16    1      8    1    12
whisky                 golden           120    1      5    0     2
lemonade               pink               0    1      9    2    12
firebreather           boiling          190    0      4    0     2
local specialty        clear            151    1      3    0     2
slime mold juice       green              0    2     -8    1     2
milk                   white              0    2      9    3    12
tea                    tan                0    1      8    0     6
coffee                 black              0    1      8    0     6
blood                  red                0    2      2    2     6
salt water             clear              0    1     -2    0     1
coke                   brown              0    2      9    2    12
root beer              brown              0    2      9    2    12
chocolate milk         dark              35    2      8    1     5
white wine             golden            28    1      8    1     5
champagne              golden            32    1      8    1     5
iced tea               dark              34    2      8    2    12
rose wine              pink              26    1      8    1     5
benedictine wine       burgundy          40    1      8    1     5
vodka                  clear            130    1      5    0     2
Boon's Strawberry Hill pink               0    1      9    2    12
orange juice           orange             0    2      9    3    12
absinthe               green            200    1      4    0     2
brandy                 golden            80    1      5    0     4
aquavit                clear            140    1      5    0     2
schnapps               clear             90    1      5    0     2
icewine                purple            50    2      6    1     5
amontillado            burgundy          35    2      8    1     5
sherry                 red               38    2      7    1     5
framboise              red               50    1      7    1     5
rum                    amber            151    1      4    0     2
cordial                clear            100    1      5    0     2
mead                   honey-brown       10    1      5    5     5
anti-matter            pitch black        0   -2      6    6     4

ITEM_FOOD
   value 0    hours of food value
   value 1    hours of fullness value
   value 2    unused
   value 3    poisoned?
   value 4    unused

ITEM_MONEY
   value 0    value in silver pieces
   value 1    value in gold pieces
   value 2    unused
   value 3    unused
   value 4    unused

ITEM_FOUNTAIN
   value 0    Liquid Total
   value 1    Liquid Left
   value 2    Liquid Type

ITEM_PORTAL
   value 0    Charges
   value 1    Exit Flags
   value 2    Portal Flags
   value 3    Goes to (vnum)

PORTAL FLAGS
normal_exit        no_curse           go_with            buggy
random

ITEM_THROWING
   value 0    Number of Dam Dice
   value 1    Number of Dice Faces
   value 2    Damage noun
   value 3    Level of spell
   value 4    Spell

ITEM_RECALL_CRYSTAL
   value 0    Room VNUM
   value 1    Charges left
   value 2    Charges total
   value 3    Unused

ITEM_SLOTMACHINE
   value 0    Gold Cost
   value 1    Jackpot Value
   value 2    Number of Bars
   value 3    Partial Jackpot
   value 4    Freeze Jackpot

ITEM_ORB
   value 0    Charges left
   value 1    Charges total

SPELLS
atheism            attraction         abandon            acid blast
animal growth      animate tree       animate dead       armor
bark skin          beacon             blast of rot       bless
blindness          blur               burning hands      call creature
call lightning     calm               cancellation       carnal reach
cause critical     cause light        cause serious      chain lightning
change sex         channel energy     charm person       chill touch
clenched fist      cloak of mind      cloudkill          colour spray
continual light    control weather    create door        create food
create oil         create rose        create spring      create water
creeping doom      crushing hand      cure blindness     cure critical
cure disease       cure light         cure poison        cure serious
curse              darkness           delayed blast fire demonfire
denounciation      detect hidden      detect invis       detect magic
detect poison      dispel magic       dispel evil        dispel good
drain life         duplicate          earthquake         earth to mud
enchant armor      enchant weapon     energy drain       embellish
nature protection  faerie fire        faerie fog         farsight
feeblemind         figurine spell     fireball           fireproof
flame arrow        flamestrike        flesh golem        floating disc
fly                fortify            frenzy             gate
giant strength     harm               haste              heal
heat metal         hell blades        holy word          hurricane
ice bolt           identify           inform             infravision
invisibility       life wave          lightning bolt     lesser dispel
karma              know alignment     jinx               locate object
magic missile      magic stone        mass healing       mass invis
meteor swarm       missionary         mirror image       moonbeam
nexus              nigphpares         oculary            pass door
phantom force      plague             plant              poison
portal             prismatic spray    prismatic sphere   protection evil
protection good    psychic crush      pyrotechnics       rainbow burst
ray of truth       recharge           refresh            remove alignment
remove curse       repel              replicate          rukus magna
sanctuary          simulacrum         sharpen            shield
shocking grasp     shock wave         skeletal warrior   sleep
slow               soul trap          spell stealing     spirit link
stone skin         summon             summon angel       sunray
symbol             teleport           test_room          tornado
true sight         tsunami            turn undead        ventriloquate
voodoo doll        weaken             whirlpool          winter storm
withstand death    wildfire           word of recall     acid breath
fire breath        frost breath       gas breath         lightning breath
general purpose    high explosive     banish             blink
build fire         call to arms       cave bears         cloud of poison
cone of fear       confusion          create shadow      cryogenesis
demand             detonation         discordance        displace
drakor             enlargement        familiar           fear
flag               giant insect       grandeur           hailstorm
hold person        homonculus         hunting spear      hypnosis
loneliness         mass protect       materialize        melior
minimation         mutate             oracle             phantasm monster
primal rage        rain of tears      reach elemental    robustness
scalemail          scramble           shifting sands     shriek
soundproof         summon greater     summon horde       summon lesser
summon lord        tame animal        taunt              thirst
turn magic         wail               weaponsmith        web
wizards eye        wrath