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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
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