Argila2.0/
Argila2.0/pp/
Argila2.0/pp/lib/save/objs/g/
Argila2.0/pp/lib/save/player/g/
Argila2.0/pp/regions/
Argila2.0/pp/regions/Lscripts/
Argila2.0/pp/src/lib/
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