Object Building Manual Additional Information version 1.0 30 June, 2006 Written by: Auroness auroness@gmail.com Object Values (oval#) and misc notes, by Item type. ITEM_ARMOR oval0: Armor Value. This is how much damage is obsorbed before taking into account hit location. For instance, when you are hit in the neck with 5 points of damage, and you have armor worth 3, then pre-hit location damage is 5-3=2. (Multiplier for being hit on the neck is 3...so your approximate damage would be 2 x 3 = 6 (vs 5 x 3 = 15, which is what it would be without armor). There are other factors in damage too, which aren't described here. oval1: Armor Type: 0 - quilted 1 - leather 2 - ring 3 - scale 4 - mail 5 - plate Wear bits of HEAD or FACE armor can be set to Extra-bit of Mask to make helms, or other cloaking items. Use <oset mkeys> to add keywords for the mask. Note that ABOUT armor cannot be set to MASK. Use ITEM_WORN to make a masked item, a hooded cloak for example. ITEM_BOARD No ovals used for this object. To make a new board, first create the board object, then create a board entry using "board create" to link to the board object. Code will create a "page" for writing messages. ITEM_BOOK oval0: number of pages remaining in the book oval1: Used to hold the messages written. Not set by oset ITEM_BRIDLE No ovals used. Item must be set to be worn on the neck. <oset wear neck> ITEM_BULLET oval0: number of dice for damage oval1: size of dice for damage ITEM_CLOTH Not implemented yet. ITEM_COMPONENT No ovals are used. This item type can be used as an alchemy ingredient. Should be set as COMBINABLE to be used with other ingredients. ITEM_CONTAINER oval0: Maximum capacity in weight. oval1: Set with bit flags. Add up the bit values you want, then set the value Closeable 1 Pickproof 2 Closed 4 Locked 8 Trap 16 Beheaded 32 (only used for corpse containers) An normal open bag: oval1 = 1 A closed bag: oval1 = 1 + 4 = 5 A closed and locked chest: oval1 = 1 + 4 + 8 = 13 A closed, locked, and trapped chest: oval1 = 1 + 4 + 8 + 16 = 29 A standard corpse without a head: oval1 = 32 oval2: key vnum oval3: pick penalty oval4: not used oval5: corpse (don't set this please) or seating capacity 0: unlimited seating n: maximum seating Note: Beds are just TABLES with altered descriptions. ITEM_DRINKCON oval0: Capacity of the container oval1: Volume in container when created oval2: Liquid type oval3: spell_1; oval4: spell_2; oval5: spell_3; ITEM_DWELLING Will need an indoor-description. oval0: destination room number - set by code, not user oval1: max occupancy oval2: Set with bit flags. Add up the bit values you want, then set the value. Note: At this time dwellings are temporary, they cannot be locked nor can they be picked. The only options are Closeable and Closed. Closeable 1 Pickproof 2 ** not implemented yet Closed 4 Locked 8 ** not implemented yet Trap 16 ** not implemented yet oval3: key vnum ** not implemented yet oval4: Pick penalty ** not implemented yet ITEM_DYE Not implemented yet. ITEM_FLUID Used with Drink containers and fountains. oval0: Alcohol value oval1: Water value oval2: Food value ITEM_FOOD oval0: Hours the food will satisfy the consumer. oval1..oval4: Magic spells. Use oset slot to set these. oval5: Bites, similar to capacity of drinks ITEM_FOUNTAIN oval0: Capacity of the container oval1: Fountain has something in it if > zero. oval2: Liquid Type: (see oval2 of liquid_container) oval3: Spell_1 - Use oset slot to assign. oval4: Spell_2 - Use oset slot to assign. oval5: Spell_3 - Use oset slot to assign. ITEM_FUR Not implemented yet. ITEM_GRAIN Not implemented yet. ITEM_HEAD No ovals are used. ITEM_HEALER_KIT Note: to set this item type use remedy. <onint n remedy> oval0: Uses remaining in kit oval1: Healing bonus when kit is used oval2: level of Healing skill to use this item oval3: Immediate Regen oval4: Not used oval5: <oset treat type> Types that can be treated: all, blunt, slash, puncture, burn, frost ITEM_HERB ITEM_INGOT ITEM_INK oval1: total capacity of container oval2: number of uses left ????: ink color ITEM_INST_PERCU ITEM_INST_STRING ITEM_INST_WIND ITEM_KEY Ovals not used. ITEM_KEYRING ITEM_LIGHT oval0: Color (not implemented) oval1: Type (not implemented) oval2: Mud hours of life in light. ITEM_LIQUID_FUEL ITEM_LOCKPICK ITEM_MISSILE oval1: # dice in damage 2 in 2d4 oval2: # sides in dice 4 in 2d4 ITEM_MONEY Just a Normal object like coins. Generally some sort of coin. (Should be set to CAPITAL automatically) ITEM_NOTE ITEM_NPC_OBJECT ITEM_ORE ITEM_OTHER ITEM_PARCHMENT No ovals are used. ITEM_PERFUME oval0: Type oval1: Duration oval2: Aroma Strength oval3: Doses ITEM_PLANT oval0: Set to herb it will produce. ITEM_POTION oval0 - oval5 contain spells. Use oset slot to assign them. ITEM_POTTERY ITEM_QUIVER ITEM_REPAIR_KIT <oset mends type> Types that can be mended: All, none, weapon, shield, armor, worn, container, quiver, sheathe, dwelling, tent or items created with metalcraft, woodcraft, textilecraft, hideworking, stonecraft, dyecraft, glasswork, gemcraft, or pottery. For example: oset mends armor oset mends gemcraft ITEM_SALT ITEM_SALVE ITEM_SCROLL ITEM_SHEATH ITEM_SHIELD (<oset affects Block> - to set value for Block skill) ITEM_SPICE ITEM_STAFF ITEM_TENT Will need an indoor-description ITEM_TICKET oval0: Ticket_number oval1: Shopkeeper's vnum oval2 Date Stabled (Set by code, not by oset command) ITEM_TIMBER ITEM_TOOL ITEM_TRAP ITEM_TRASH ITEM_TREASURE ITEM_USURY_NOTE ITEM_WAND ITEM_WEAPON oval0: 0 - primary hand 1 - secondary hand 2 - either hand 3 - two-handed oval1: # dice in damage 2 in 2d4 oval2: # sides on dice 4 in 2d4 oval3: obsoleted. Use 'oset type <skill-name>' to determine type oval4: What sort of hit the weapon makes (has slightly different affects on different armors): 0 - stab 1 - pierce 2 - chop 3 - bludgeon 4 - slash oval5: Adjustment to base on hand for this weapon. NOTE: Base delays are based on oval3. For instance, a sword (3) might have a delay of 4 seconds, and a dagger (4) has a base delay of 3 seconds. The oval5 is an adjustment to this base delay, either positive or negative in quarter seconds. So, if you have a really fast dagger, you might put -2 in oval5, meaning 1/2 second faster than normal. Additionally, the following can also be set (possibly by code or maybe by oset) use_skill; hit_type; delay; basedamage; attackclass; defenseclass; range; ITEM_WOODCRAFT ITEM_WORN oval0..oval4 aren't used. Oval5 contains a C pointer. Please don't modify it. ITEM_WRITING_INST ITEM_ZONE ----------------------------------------- Additional Notes: liquid-container? values oval0: Maximum quantity container can contain. Each 1 is a "drink". oval1: Current quantity in container. Build this at maximum usually, and as players drink from it, the quantity goes down for each instance of the item. oval2: Liquid Type: see 'show o fluid' for a list; use the VNUM of the object oval3: not used oval4: not used oval5: not used ==========++++++++++++++========== WEAR BITS About Arms Back Belt Blindfold Body Ears Eyes Face Feet Finger Hair Hands Head Legs Neck Sheath Shoulder Take Throat Waist Wield Wrist ==========++++++++++++++========== APPLY TYPES Age Armor Aura Cash Charisma Constitution Damagebonus Defense Dexterity Height Hitpoints Intelligence Movement None Offense Save_Bre Save_Par Save_Pet Save_Rod Save_Spe Sex Strength Weight Will ==========++++++++++++++========== EXTRA BITS Bless Capital Combinable Drop-affect Get-affect Glow Hit-affect Hum Illegal Invisible item-leader item-member item-omni Loads Magic Mask Mount Multi-affect NewSkills Nodrop Ok PC-Sold Pitched Restricted Stack Table Thrown Timer Variable VNPC Wear-affect Wield-affect