tbamud-3.67/bin/
tbamud-3.67/cnf/
tbamud-3.67/lib/etc/
tbamud-3.67/lib/misc/
tbamud-3.67/lib/plrfiles/A-E/
tbamud-3.67/lib/plrfiles/F-J/
tbamud-3.67/lib/plrfiles/K-O/
tbamud-3.67/lib/plrfiles/P-T/
tbamud-3.67/lib/plrfiles/U-Z/
tbamud-3.67/lib/plrfiles/ZZZ/
tbamud-3.67/lib/plrobjs/A-E/
tbamud-3.67/lib/plrobjs/F-J/
tbamud-3.67/lib/plrobjs/K-O/
tbamud-3.67/lib/plrobjs/P-T/
tbamud-3.67/lib/plrobjs/U-Z/
tbamud-3.67/lib/plrobjs/ZZZ/
tbamud-3.67/lib/text/
tbamud-3.67/lib/text/help/
tbamud-3.67/lib/world/qst/
tbamud-3.67/lib/world/shp/
tbamud-3.67/log/
tbamud-3.67/src/
If you have any additions, corrections, ideas, or bug reports please stop by the
Builder Academy at telnet://tbamud.com:9091 or email rumble@tbamud.com -- Rumble

The tbaMUD Builder’s Manual 
Originally by Jeremy Elson

This document describes how to create tbaMUD areas, and specifies the file 
formats for worlds, monsters, objects, shops, triggers, and zones, as well as 
providing examples of each. All information necessary to build worlds can be 
found in this document. 

The intended audience is world builders interested in creating new worlds, 
implementors who need to decode existing world files, and coders extending the 
current world specification. Thanks to Jeff Fink (Teker) for documenting the 
shop format (as well as for submitting the shop code itself!), and Alex Fletcher
(Furry) for writing parts of the Introduction. 

More information about tbaMUD can be found at the http://tbamud.com 

Contents 

1 Introduction

1.1 Your Job as a Tiny World Architect
1.2 Game Balance
1.3 Making Your Areas Interesting
1.4 Using World-Building Programs

2 The Mechanics of World Building
2.1 Overview of the MUD World
2.2 Learning By Example
2.3 tbaMUD World Files
2.4 Using Bitvectors
2.5 Adding New Areas to the MUD

3 World (Room) Files
3.1 The Format of a Room
3.2 The Direction Field
3.3 Room Extra Descriptions
3.4 World File Example

4 Mobile (Monster) Files
4.1 The Format of a Mobile
4.2 Type S Mobiles
4.3 Type S Mobile Example
4.4 Type E Mobiles
4.5 Type E Mobile Example
4.6 E-Spec Keywords Valid in tbaMUD

5 Object Files
5.1 The Format of an Object
5.2 Object Value Definitions
5.3 Object Extra Descriptions
5.4 Object Affect Fields
5.5 Object File Example

6 Zone Files
6.1 The Format of a Zone File
6.2 Zone Commands
6.3 Zone File Example

7 Shop Files
7.1 tbaMUD v3 Shop Format
7.2 Item Name Lists for v3 Shops
7.3 The DikuMud Gamma and tbaMUD 2.20 Shop Format

8 Trigger Files
8.1 The Format of a Trigger File
8.2 Trigger File Example

A Spell Numbers
B Item Values for Drink Containers

1 Introduction 

This file explains the in-depth details of how to modify the World files manually.
Thanks to our robust on-line creation system this is rarely, if ever, necessary.
But, there are many good building tips and tricks throughout that need to be
saved. So read on and be thankful that you no longer have to build by writing
in these special formats in a text editor. Rejoice for we have menu driven
OLC in game to make building so much easier.

1.1 Your Job as a Tinyworld Architect 
As a Tinyworld Architect or Builder, your job is to create the virtual world in
which players can roam around, solve puzzles, find treasures, and gain 
experience. A Builder creates the rooms, objects, and monsters with which 
players will interact, defining their textual descriptions, stats, abilities, 
and other special properties. A Builder should not be confused with the MUD’s 
Coder, whose job it is to modify the C code that makes the tbaMUD server 
actually run. A Builder does not need to be a programmer, and building is not 
programming; building is done via online creation in game, which this document 
describes in detail. 

There is a standard world included with the tbaMUD distribution which is 
intended to serve as a stepping stone and a basic guide to demonstrate what 
kind of worlds you can build for your MUD. To only use the standard tbaMUD 
world, without adding any original work, is to guarantee your MUD will be 
boring and largely ignored. MUDs are judged in many ways, but one of the most 
important is the number and quality of areas available. The areas are what 
tend to make a MUD original. For example, one MUD could be based upon a magic
rich world and the code and areas would reflect this, while another could 
revolve around cities and thieves. Each of these MUDs would have its areas 
designed in such a way to flesh out this theme. In essence, building an area 
is like writing a book. It needs to have a plot, needs to be descriptive, and
needs to be populated with memorable people and places. 

Writing an area requires inspiration and imagination before all else. Ideas for
areas often come from literature; for example, an area that traces Alice’s 
adventures through Wonderland or Dante’s trip through the Inferno. Areas 
usually start out on paper long before they reach a computer; a general map of
the region can help to solidify the idea and a specific map of each individual 
room is absolutely required so that the rooms can be linked together in a way 
that makes sense geographically. Taking notes on ideas for which monsters 
should be encountered in the area, their descriptions, and in what location 
the monsters should appear can also help when planning an area. 

1.2 Game Balance 
Game Balance is a term that brings a different thing to mind for every person 
that hears it. What is most important about game balance is to keep in mind for
whom each area is designed – for example, high level players, newbies, or small
groups. The objects and monsters found in the area should match the level, 
abilities, and needs of the players expected to use the area. Most players do 
not like to be given vast treasure with no difficulty in getting it, but on the 
other hand, nobody likes to fight the most difficult monster on the MUD and get 
nothing for doing it. The job of the chief builder of a MUD and the authors of 
the individual areas is to find a happy medium between these two extremes. The
process of finding that medium on your MUD is what makes MUDs original. 

The main factor that affects game balance is the areas that make up the MUD. 
Because of this, each area should be checked against the others to ensure that 
one area is not impossibly hard or absurdly easy or rewarding relative to the 
rest of the world. Each area that comes with the MUD or is added later should 
be checked by one or more implementors or builders, and the characteristics 
of the monsters and objects should be changed to suit to the balance of the 
MUD. Each new area that becomes part of the world should not be added until it
has been similarly balanced to the implementors’ satisfaction. Understandably, 
builders want their zones to be popular, but they sometimes attempt to achieve 
this goal by purposefully making their zone unbalanced, adding powerful weapons 
or armor with no harmful side-effects or monsters that are easy to kill yet 
give massive numbers of experience points. Such zones are destined both to 
become very popular and invariably to bring about the death of your MUD’s game
balance. 

An area’s balance should be an integral part of the design process, not 
something to be tacked on as an afterthought. Too often, an area will be 
designed with outrageously good weapons and armor which throws off the balance 
of the game. Naturally, after such zone is added, players complain bitterly if 
it is ever removed or toned down. Also, because the rent system saves hitrolls,
damrolls, and ac-apply’s, veteran players will be able to hold on to their old, 
spectacular equipment unless it is explicitly taken from them, even after the
area has been changed. This does nothing but generate bad feelings on all 
sides. Therefore, the wise implementor will always carefully check a zone for
balance before it is added to the production MUD. It is generally not a good 
idea to “let the players balance the area” by unleashing an unbalanced area on
them and watching to see where the hordes of players go. 

1.3 Making Your Areas Interesting 
An interesting area will always attract more players than a bland one. There 
are many ways to make an area interesting. Try to be as descriptive as 
possible; don’t hold back on writing extra descriptions. Players are so 
accustomed to not having richly described areas that finding an extra 
description can often be a real treat. Also, one oft forgotten thing to 
describe are the door exits. Describing all of these can give a feel of 
standing out in a field and looking off to the north and seeing something like:

The fields stretch off towards the large hills on the horizon. Far to the north
you see what appears to be a plume of smoke. 

With door descriptions like these, an area will feel more fleshed out to the 
player. Many players (both experienced and first timers) read the descriptions
carefully the first time they walk through an area, and having many extra 
descriptions helps them fill out their idea of what things actually look like. 

One thing that should never be done is to have generic room descriptions like 
“You stand in a big room. It is very dark.” Descriptions like these detract in 
general from the rest of the world, and if they are found room after room can 
bore a player to tears. Such a description could be changed to: 

You stand in a room of very large size. Shadows cower along the walls and 
almost seem to be moving as you look around yourself. The floor is made of 
heavy stones which are very dark in color. The ceiling is quite some distance 
above you, but you can still make out objects hanging from it, ruining the 
smoothness that is characteristic of the rest of the room. 

Another way to make an area interesting is to create some sort of plot line for 
it, or a coherent theme, rather than a collection of haphazardly related rooms. 
The plot can be complex like infiltrating a castle to garner the war plans of 
the evil Lord Zygol, simple like ridding the caves of goblins, or anything in 
between. Often the plot in an area can be advanced by some fairly simple 
puzzles or descriptions. With the addition of triggers, involved puzzles 
and quest can be readily created. Not all monsters have to be designed to be 
killed, nor does every shopkeeper have to buy or sell something – they could 
just be created so that they refuse to trade with any player characters. The 
players will then wonder why the shopkeeper exists. Perhaps giving him a jewel
will make him more friendly. In this way, an area can be made infinitely more
exciting by using triggers. Perhaps random teleporters throughout the area, 
perhaps some interactive monsters that respond to questions from players. 

All in all, the best way to make an area interesting is to use variety, 
intelligence, and imagination in building. Try to imagine what it would be 
like for you to walk through and what you might try looking at or doing, and 
then try to incorporate that into your area. Show your area to others and take 
their advice. By taking all of this extra effort in creating your area, you 
will be rewarded by leaving a lasting memory of your area in the minds of many 
players. 

1.4 Using World-Building Programs 
In the old days, the only tool that was used to write a MUD area was a simple 
text editor. However, in the course of time, various people have written 
programs to help builders create worlds without having to understand the 
complex details of the world file format. These World building programs have
since become outdated and are no longer developed. For todays builders we have
a fully integrated menu based on-line creation system (aka OLC) to make
building as hassle free as possible.

2 The Mechanics of World Building 

2.1 Overview of the MUD World 
tbaMUD’s world is divided into distinct sections called zones. Each zone 
typically consists of a single, modular, geographically coherent region of the
MUD’s virtual world with a consistent storyline. Each zone can define its own 
physical space (the world), monsters (usually called mobiles), objects (such as
armor, weapons and treasures), triggers (what we use to create interaction 
with players) and shops, in which a mobile in a particular room can buy and 
sell objects to players. 

A single zone typically contains up to than 100 rooms, 100 monster definitions 
and 100 object definitions, but a large region can be subdivided into several 
zones at the author’s discretion. For example, the City of Midgaard is divided 
into two zones, one for the main city and one for the southern residential area. 
In addition to this, with the new zone system describing top and bottom rooms 
of a zone, zones can contain very few rooms and indeed can overlap with other 
zones if desired. A zone can also use mobiles and objects defined by another 
zone, but this practice is discouraged because it makes zones less modular, 
meaning that it becomes more difficult to add or remove one zone without 
affecting another zone. 

Each room, mobile and object within a zone is given a unique number called a 
Virtual Number or Vnum. The Vnums for the rooms, mobiles and objects are 
independent, so there can be both a room number 3001 and an object number 
3001. When defining and referencing parts of a zone, the zone author always 
refers to each entity by its Vnum and never by name. Vnums are normally not 
seen by players. Each zone itself also has a Vnum. A common convention is to 
number the zone with the Vnums of its component rooms, divided by 100. For 
example, Midgaard is zone 30, consisting of rooms 3000 to 3099. Mobile and 
object numbering follows the same convention. 

The author of the zone can define aspects of each room such as the terrain type, 
special properties like whether the room has its own light source or is a death
trap, and other parameters. A very important aspect of each room is the 
position of other rooms in relation to it; for example, from room 3014, one can
go north to reach room 3005, east to room 3015, etc. Great care should be given
to making the room links logical and consistent. A player who moves east and 
then immediately west should find herself back in the same room in which she 
started. 

Each mobile is given characteristics such as number of hit points, bare hand 
damage capability, strength, and special skills and abilities. Objects have 
parameters such as weight, value, and magical properties. The author can also 
choose how these three pieces of the world are combined to form the initial 
state of the zone: for example, the number of each mobile that exist and in 
which rooms they stand, the equipment that each mobile uses, objects which 
might be on the floor, and the doors which may be initially locked or unlocked.

When the tbaMUD server runs the zone, it sets each zone to its initial state as
defined by the author, and then makes the zone “come alive” by randomly making
mobiles wander through the zone and, if desired, attack players. While the 
players are using the zone (killing the mobiles and picking up equipment) the 
server periodically resets the zone to its initial state (a zone reset) to 
prepare the zone for the next group of players. 

2.2 Learning By Example 
Thanks to the new online creation system the only time you need to worry about
the format of World files is when you are converting non-compatible zones into
a tbaMUD or the other way around. Older versions of CircleMUD and other 
codebases use a different format so to add these zones you will have to
understand and modify them to work. The following section is for coders who
need to change the actual World files. Builders will not need to do this.

The formats of the world files are sufficiently complex that it is probably not
possible to gain a complete understanding of them merely by reading this 
documentation. This document is designed to be a reference manual and therefore 
may not serve as a particularly good tutorial. While there are examples 
provided at the end of each section, they are only meant to be representative 
and are not comprehensive examples of all possible ways to use the features 
that will be described. The most effective way is to learn by example: examine 
some of the areas that come with tbaMUD and try to figure out the meanings of 
the numbers in different rooms, objects, mobiles, and zone files, using this 
manual as a guide. Once you’re proficient at reading world files, you’ll find 
that creating them is a much easier task. 

2.3 tbaMUD World Files 
Each tbaMUD zone is defined by six types of files: world files, mobile files, 
object files, shop files, trigger files, and zone files. World files (*.wld) 
define the actual rooms and the links from one room to another. Mobiles (*.mob) 
are the monsters which inhabit the MUD. Objects (*.obj) are the weapons, armor, 
treasure, and other objects manipulated by players and monsters. Shop files 
(*.shp) define the MUD’s shopkeepers, controlling what they buy, sell, and say. 
Trigger files (*.trg) allow interaction between players and rooms, mobs, or 
objects. Finally, Zone files (*.zon) bring all the previous elements together 
to define the initial state of the zone, describing how monsters should be 
equipped, where monsters should be placed, where objects on the ground should 
be, which doors should be locked, etc. These five types of files are 
collectively referred to as the world files. 

tbaMUD uses split world files to make the world easier to manipulate. Instead
of all the rooms being lumped together in a single, cumbersome file, the rooms 
are split into many different files, one file for each area of the world. All 
six types of files are split in a similar manner. tbaMUD has one directory for 
the room files (lib/world/wld/), one directory for the object files 
(lib/world/obj/), and so forth. 

tbaMUD doesn’t care how the world files are split or what the names of the 
files are, but certain conventions have developed to make management of the 
world easier. Each file typically contains information for only a single zone 
and the filename is typically the zone number, with an extension indicating 
one of the 6 file types. For example, the file 30.wld contains rooms 3000 to 
3099 of zone 30; 42.mob contains mobiles 4200 to 4299 of zone 42, etc. 

Also in each of these directories is a file called “index” that tells the 
server which files from that directory should be loaded when the server boots 
and a file called “index.mini” which (minimal) set of files should be loaded 
when the server is booted with the -m option. 

Every world file used by tbaMUD (including the index files) must be terminated
by the dollar sign ($) to tell the server that the file has ended. Without the
dollar sign, the server will not boot properly. 

2.4 Using Bitvectors 
When learning about the formats of tbaMUD world files, you’ll frequently see 
references to bitvectors. A bitvector is a group of flags which each can be 
either on or off. Bitvectors and their flags are used in many ways within 
tbaMUD, such as to define the personality of mobiles, the characteristics of 
rooms, etc. Understanding how to use bitvectors is essential if you need to 
modify a tbaMUD world. 

At every point where this document says a bitvector is required, it will be 
accompanied by a table describing the flags which you can use with that 
bitvector. The table will look something like this: 

1 a DIRTY The room is dirty. 
2 b STINKY The room stinks. 
4 c MUSHY The floor of the room feels mushy. 
8 d SWAMPY The room resembles a swamp. 

Note there are four columns in the table. The first column contains the numeric
value of the flag. The second contains the alphabetic representation of the 
flag. The third is the name of the flag, and the fourth is a description of 
what the flag does. 

There are two ways you can construct a bitvector with the table above: the 
numeric method and the alphabetic method. The numeric method is to select all 
flags you’d like to activate, take the numbers of those flags as listed in the 
first column of the table, and add them all up. The resulting sum will be the 
bitvector. The alphabetic method is much easier: just write down all the 
letters of the flags you’d like to use with no spaces in between. For both 
numeric and alphabetic bitvectors, use “0” to indicate a bitvector where none 
of the flags are set. 

For example, imagine you want to create a room that is dirty, mushy, and 
resembles a swamp, but does not stink. Using the numeric method, you’d look up
the numbers of those three flags (1 for dirty, 4 for mushy, and 8 for swampy), 
and add them up to get 13. Using the alphabetic method, the bitvector would 
simply be “acd”. Bitvectors are case-sensitive; “acd” is very different from 
“Acd” and “ACD”. 

At every point where the tbaMUD format requires a bitvector, you can write 
either a numeric bitvector or an alphabetic bitvector. They are completely 
interchangeable. However, be forewarned that if you use alphabetic bitvectors, 
your area will not be compatible with MUDs based on the original DikuMud. 
Alphabetic bitvectors are a tbaMUD enhancement and may not be supported by 
MUDs based on Gamma Diku. 

In some bitvector tables, you will see values whose descriptions say “Reserved 
for internal use” or “Do not use”. You should never set those flag values in 
your world files. 

2.5 Adding New Areas to the MUD 
The following only applies when you manually add a World. The "zedit new" 
command creates all the necessary files and index entries automatically. I
recommend even if you are adding in another area you first "zedit new" and 
then copy your new files over the existing ones. This saves you from having
to add 6 entries into the index files.

There are three steps required to add an area to the MUD: 
1. Copy the files into the proper directories.
2. Adding the new filenames to the appropriate index files.
3. And running the MUD to make sure the new area is formatted correctly. 

All world-related files go in the directory lib/world/. In this example, we 
will imagine that your new area is zone number 57 (which should consist of 
rooms, objects and mobiles numbered 5700-5799). Your zone probably has 6 
files: 57.wld, 57.mob, 57.obj, 57.shp, 57.trg, and 57.zon. The first step is 
to copy each of these files into their appropriate subdirectory: 57.wld 
should be copied to the directory lib/world/wld/; 57.mob should be copied to 
the directory lib/world/mob/, and so forth. 

The next step is to add the name of the newly copied world files to the index 
file contained in each of the world subdirectories. Note you will need to 
change 6 index files: one for each of the world files that you copied in the 
previous step. Adding the filenames to the index files tells tbaMUD that the 
files should be loaded; they will not be loaded simply by virtue of being in 
the correct directory. First, edit the file lib/world/wld/index; you should 
see a list of the current world (room) files. Add a single line that says 
57.wld in the correct numeric order. Next, add a similar line in the other 
index files: add 57.mob to lib/world/mob/index; etc. At the same time, if the
area is to be a central core area for the game, it should also be added to the
index.mini file. 

Now you can try to boot the MUD with the new world. Run tbaMUD via "bin/circle"
and look for any SYSERR messages. If you receive no errors congratulations.
Otherwise, check the tbaMUD SYSERR List for more information on how to 
correct the formatting errors. also, see the tbaMUD Administrator’s Guide for 
more information on how to run tbaMUD. 

3 World (Room) Files 

3.1 The Format of a Room 
The format of a room is: 

#<virtual number>
<room name>~
<room description>
~
<zone number> <room bitvector> <sector type>
{zero or more direction fields and/or extra descriptions}
S

There can be between 0 and 6 direction fields in the standard tbaMUD code. 
There should not be more than one direction field for a particular direction. 
For more information on adding directions to the standard “neswud”, see the 
Coding tbaMUD document. No Extra Descriptions are required but an unlimited 
number are allowed. Each room is terminated with the literal letter S. 

Virtual Number This number is critical; it is the identity of the room within 
the game. All other files will use this number to refer to this room. From 
within the game, this number can be used with “goto” to go to this room. The 
virtual numbers must appear in increasing order in the world file. 

Room Name This string is the room’s title, which is displayed before the room 
description when players look at the room, or displayed alone if players are 
using “brief.” Room Description The description of the room seen when they type
“look,” or when they enter the room with brief mode off. 

Zone Number This number is obsolete and no longer used. Historically it 
contained the zone number of the current room but it is currently ignored for 
everything except debugging messages. It is maintained as part of the format 
for backwards compatibility. 

Room Bitvector A bitvector (see section 2.4 on ‘Using Bitvectors’), with the 
following values: 

1)  DARK       - The room is dark, players need a light source, or infravision.
2)  DEATH      - Players die on entry. All dropped items will be junked.
3)  NO_MOB     - Mobs will not enter this room. This can be used to define the
                 zone where any mob can wander. For example, lower level mobs 
                 can be set so that only they can wander on the first level of 
                 a dungeon by making the stairwells NO_MOB. A NO_MOB room will 
                 also prevent pets and charmed mobs from following players.
4)  INDOORS    - Weather messages will not be sent to room, always lighted. 
                 Call lightning will not work.
5)  PEACEFUL   - No violence will work here. Use sparingly.
6)  SOUNDPROOF - Tell, gossip, shout, holler will not be heard here. This flag
                 should be used sparingly also, it is very annoying IMHO.
7)  NO_TRACK   - Track will never find a path through this room.
8)  NO_MAGIC   - No magic will work here. 
9)  TUNNEL     - Only one person allowed at one time.
10) PRIVATE    - Only room for 2 players/mobs i.e. a tunnel or small space.
11) GODROOM    - Only allows GODS of level 33 or above to goto.
12) HOUSE      - DO NOT USE. Room is a house.       \  automatically
13) HCRSH      - DO NOT USE. House needs saving.     >    set by 
14) ATRIUM     - DO NOT USE. The door to a house.   /    hcontrol
15) OLC        - DO NOT USE. Is room modifiable.
16) *          - DO NOT USE. Breadth-first search mark used by track and hunt.

Sector Type A single number (not a bitvector) defining the type of terrain in 
the room. Note that this value is not the number of movement points needed but 
just a number to identify the sector type (the movement loss is controlled by 
the array movement_loss[] in the file constants.c). The Sector Type can be one 
of the following: 

   This defines movement point, light, and boat requirements.
The following terrains may be selected (only one):

                                                      Movement Points
0    INSIDE         Indoors (no light required)             1 
1    CITY           The streets of a city.                  1
2    FIELD          An open field.                          2
3    FOREST         A dense forest.                         3
4    HILLS          Low foothills.                          4
5    MOUNTAIN       Steep mountain regions.                 6
6    WATER_SWIM     Water (swimmable).                      4
7    WATER_NOSWIM   Unswimmable water. Boat required.       1
8    FLYING         Wheee! Requires AFF_FLYING.             1
9    UNDERWATER     Underwater requires AFF_SCUBA.          5 

Direction Fields and Extra Descriptions This section defines the room’s exits, 
if any, as well as any extra descriptions such as signs or strange objects that
might be in the room. This section can be empty if the room has no exits and no
extra descriptions. Otherwise, it can have any number of D (Direction Field) 
and E (Extra Description) sections, in any order. After all exits and extra 
descriptions have been listed, the end of the room is signaled with the letter 
S. The Direction Fields and Extra Descriptions are described in more detail in 
the following sections. 

3.2 The Direction Field 
The general format of a direction field is: 

D<direction number>
<general description>
~
<keyword list>~
<door flag> <key number> <room linked>

Direction Number The compass direction that this Direction Field describes. It 
must be one of the following numbers: 

0 North 
1 East 
2 South 
3 West 
4 Up 
5 Down 

General Description The description shown to the player when she types “look 
<direction>”. This should not be confused with the room description itself. 
Unlike the room description which is automatically viewed when a player walks 
into a room, the General Description of an exit is only seen when a player 
looks in the direction of the exit (e.g., “look north”). Exit descriptions
take priority over extra descriptions. So if you create a extra description for
north the player will see the exit description only when they "look north."

Keyword List A list of acceptable terms that can be used to manipulate the door
with commands such as “open,” “close,” “lock,” “unlock,” etc. The list should 
be separated by spaces, such as: door oak big~ 

Door Flag Can take one of three values (0, 1 or 2): 

0 An unrestricted exit that has no door, or a special door cannot be opened or
closed with the “open” and “close” commands. The latter is useful for secret 
doors, trap doors, or other doors that are opened and closed by something other
than the normal commands, like a trigger assigned to the room or an object in 
the room. 

1 Normal doors that can be opened, closed, locked, unlocked, and picked. 

2 Pickproof doors: if locked, can be opened only with the key. 

The initial state of all doors is open, but doors can be opened, closed, and 
locked automatically when zones reset; see Section zone file documentation for
details. 

Key Number The virtual number of the key required to lock and unlock the door 
in the direction given. A value of -1 means that there is no keyhole; i.e., no
key will open this door. If the Door Flag for this door is 0, the Key Number 
is ignored. 

Room Linked The virtual number of the room to which this exit leads. If this 
number is -1 (NOWHERE), the exit will not actually lead anywhere; useful if 
you’d like the exit to show up on “exits,” or if you’d like to add a description
for “look <direction>” without actually adding an exit in that direction. 

3.3 Room Extra Descriptions 
Extra descriptions are used to make rooms more interesting, and make them more 
interactive. Extra descriptions are accessed by players when they type “look at
<thing>”, where <thing> is any word you choose. For example, you might write a 
room description which includes the tantalizing sentence, “The wall looks 
strange here.” Using extra descriptions, players could then see additional 
detail by typing “look at wall.” There can be an unlimited number of Extra 
Descriptions in each room. 

The format of an extra description is simple: 

E
<keyword list>~
<description text>
~

Keyword List A space-separated list of keywords which will access the 
description in this E section. 

Description Text The text that will be displayed when a player types “look 
<keyword>,” where <keyword>  is one of the keywords specified in the Keyword 
List of this E section. 

3.4 World File Example 
Here is a sample entry from a tbaMUD world file: 

#18629 
The Red Room~ 
It takes you a moment to realize that the red glow here is 
coming from a round portal on the floor. It looks almost as 
if someone had painted a picture of a dirt running through a 
field on the floor of this room. Oddly enough, it is so 
realistic you can feel the wind in the field coming out of the 
picture. 
~ 
186 ad 0 
D0 
You see a big room up there. 
~ 
~ 
0 -1 18620 
D1 
You see a small room. 
~ 
oak door~ 
1 18000 18630 
E 
portal floor~ 
It looks as if you could go down into it... but you can’t be 
sure of where you will end up, or if you can get back. 
~ 
S 

This room is virtual number 18629, called “The Red Room”. It is dark and 
indoors, with an “INDOORS” sector type. It has an exit north and east. The 
north exit leads to room 18620; if a player types “look north” it will say “You
see a big room up there.” The exit east is a normal, pickable door that leads 
to room 18630 and which takes key number 18000. There is one extra description 
for “portal” and “floor”. 

4 Mobile (Monster) Files 

4.1 The Format of a Mobile 
The format of a mobile is: 

#<virtual number> 
<keywords>~ 
<short description>~ 
<long description> 
~ 
<detailed description> 
~ 
<mob flags> <affect flags> <alignment> <type flag>
{type-specific information; see below for details} 

Virtual Number This number is critical; it is the identity of the mobile within
the game. It is the number that will be used to reference the mobile from zone 
files and is the number used to “load” mobiles from within the game. The 
virtual numbers must appear in increasing order in the mob file. 

Keywords The list of keywords, separated by spaces, that can be used by 
players to identify the mobile. The mobile can only be identified using the 
keywords in this list; it cannot be identified by a word that appears only in 
its name. Great care should be taken to ensure that the spellings of names and 
keywords match. Fill words such as “the,” “a,” and “an” should not appear in 
the Keywords List. 

Short Description The description of the mobile used by the MUD when the mobile
takes some action. For example, a short description of “The Beastly Fido” would
result in messages such as “The Beastly Fido leaves south.” and “The Beastly 
Fido hits you hard.” The Short Description should never end with a punctuation 
mark because it will be inserted into the middle of sentences such as those 
above. 

Long Description The description displayed when a mobile is in its default 
position; for example, “The Beastly Fido is here, searching through garbage for
food.” When the mobile is in a position other than its default position, such 
as sleeping or incapacitated, the short description is used instead; for 
example, “The Beastly Fido is lying here, incapacitated.” Unlike the Short 
Description, the Long Description should end with appropriate punctuation. 

Detailed Description The description displayed for a mobile when a player looks
at the mobile by typing “look at <mobile>.” 

Mob flags bitvector (see section 2.4 on ‘Using Bitvectors’). With the 128 bit
expansion you actually have 4 separate bitvectors, i.e. <0 0 0 0> only the
first bitvector is used and the other three are for future expansion.

L) NPC Flags : ISNPC
1) SPEC        This flag must be set on mobiles which have special procedures
               written in C.  In addition to setting this bit, the specproc
               must be assigned in spec_assign.c, and the specproc itself must
               be written. Instead of using this use scripts. DO NOT SET.
2) SENTINEL    Mob will not leave the room.
3) SCAVENGER   The mob should pick up valuables it finds on the ground.  More
               expensive items will be taken first.
4) ISNPC       Default is on, do not change. HELP ISNPC.
5) AWARE       Set for mobs which cannot be backstabbed.
6) AGGR        Mob will hit all players in the room it can see. See also the
               WIMPY bit.
7) STAY_ZONE   Mob will not leave its zone. All mobs should have this flag or
               the SENTINEL flag. This keeps AGGRESSIVE mobs from wandering
               into a newbie zone.
8) WIMPY       Mob will flee when being attacked if it has less than 20% of
               its hit points.  If the WIMPY bit is set in conjunction with
               any of the forms of the AGGRESSIVE bit, the mob will only
               attack mobs that are unconscious (sleeping or incapacitated).
9) AGGR_EVIL   Mob will attack players that are evil-aligned.
10) AGGR_GOOD  Mob will attack players that are good-aligned.
11) AGGR_NEU   Mob will attack players that are neutrally aligned.
12) MEMORY     Mob will remember players that initiate attacks on it, and will
               attack that player if it ever runs into him again.
13) HELPER     The mob will attack any player it sees in the room that is
               fighting with a mobile in the room. Useful for groups of
               mobiles that travel together; i.e. three snakes in a pit, to
               force players to fight all three simultaneously instead of
               picking off one at a time.
14) NOCHARM    Mob cannot be charmed.
15) NOSUMMON   Mob cannot be summoned.
16) NOSLEEP    Sleep spell cannot be cast on mob.
17) NOBASH     Large mobs such as trees that cannot be bashed.
18) NOBLIND    Mob cannot be blinded.

Affection Flags Bitvector A bitvector (see section 2.4 on ‘Using Bitvectors’) 
which is also 4 bitvectors <0 0 0 0> with only the first being used with the 
following values: 

M) AFF Flags : NOBITS
1)  BLIND          Mob is blind.
2)  INVIS          Mob is invisible.
3)  DET-ALIGN      NOT USED.
4)  DET-INVIS      Mob can see invisible characters and objects.
5)  DET-MAGIC      Mob is sensitive to magical presence.
6)  SENSE-LIFE     Mob can sense hidden life.
7)  WATWALK        Mob can traverse unswimmable water sectors.
8)  SANCT          Mob is protected by sanctuary (takes half damage).
                   Adds text ...it glows with a bright light! to l-desc.
9)  GROUP          Reserved for internal use.  Do not set.
10) CURSE          Mob is cursed.
11) INFRA          Mob can see in dark.
12) POISON         Reserved for internal use.  Do not set.
13) PROT-EVIL      Mob is protected from evil characters.
14) PROT-GOOD      Mob is protected from good characters.
15) SLEEP          Reserved for internal use.  Do not set.
16) NO_TRACK       Mob cannot be tracked.
17) UNUSED         Unused (room for future expansion).
18) UNUSED         Unused (room for future expansion).
19) SNEAK          Mob can move quietly without room being informed.
20) HIDE           Mob is hidden; can only be seen with sense life.
21) UNUSED         Unused (room for future expansion).
22) CHARM          Reserved for internal use.  Do not set.

Alignment A number from -1000 to 1000 representing the mob’s initial alignment. 

-1000.....-350 Evil 
 -349......349 Neutral 
  350.....1000 Good 

Type Flag This flag is a single letter which indicates what type of mobile is 
currently being defined, and controls what information tbaMUD expects to find 
next (i.e., in the file from the current point to the end of the current 
mobile). 

Standard tbaMUD supports two types of mobiles: S (for Simple), and E (for Enhanced).  

4.2 Type S Mobiles 
For type S mobs, the type-specific information should be in the following format: 

<mob flags> <affect flags> <alignment> S
<level> <thaco> <armor class> <hitpoints> <damage>
<gold> <experience points> 
<load position> <default position> <sex> 

Level The level of the monster, from 1 to 34. 

THAC0 “To Hit Armor Class 0” – a measure of the ability of the monster to 
penetrate armor and cause damage, ranging from 0 to 20. Lower numbers mean the 
monster is more likely to penetrate armor. The formal definition of THAC0 is 
the minimum roll required on a 20-sided die required to hit an opponent of 
equivalent Armor Class 0. 

Armor Class The ability of the monster to avoid damage. Range is from -10 to 
10, with lower values indicating better armor. Roughly, the scale is: 

AC 100 Naked person 
AC 0 Very heavily armored person (full plate mail) 
AC -100 Armored Battle Tank (hopefully impossible for players) 

Note on THAC0 and Armor Class (AC): When an attacker is trying to hit a victim, 
the attacker’s THAC0 and the victim’s AC, plus a random roll of the dice, 
determines whether or not the attacker can hit the victim. (If a hit occurs, a 
different formula determines how much damage is done.) An attacker with a low 
THAC0 is theoretically just as likely to hit a victim with a low AC as an 
attacker with a high THAC0 is to hit a victim with a high AC. Lower attacker 
THAC0’s and higher victim AC’s favor the attacker; higher attacker THAC0’s and 
lower victim AC’s favor the victim. 

Max Hit Points The maximum number of hit points the mobile is given, which must
be given in the form “xdy+z” where x, y, and z are integers. For example, 
4d6+10 would mean sum 4 rolls of a 6 sided die and add 10 to the result. Each 
individual instance of a mob will have the same max number of hit points from 
the time it is loaded into the game right up to the time it dies; the dice will 
only be rolled once when a particular instance of the mob is created. In other 
words, a particular copy of a mob will always have the same number of max hit 
points during its life, but different copies of the same mob may have different 
numbers of max hit points. 

Note that all three numbers, the “d” and the “+” must always appear, even if 
some of the numbers are 0. For example, if you want every copy of a mob to 
always have exactly 100 hit points, write 0d0+100. 

Bare Hand Damage (BHD) The amount of damage the mob can do per round when not 
armed with a weapon. Also specified as “xdy+z” and subject to the same 
formatting rules as Max Hit Points. However, unlike Max Hit Points, the dice 
are rolled once per round of violence; 

the BHD of a mob will vary from round to round, within the limits you set. For 
BHD, xdy specifies the dice rolls and z is the strength bonus added both to 
BHD and weapon-inflicted damage. For example, a monster with a BHD of 1d4+10 
will do between 11 and 14 hitpoints each round without a weapon. If the monster
picks up and wields a tiny stick which gives 1d2 damage, then the monster will 
do 1d2 + 10 points of damage per round with the stick. 

Gold The number of gold coins the mobile is initially loaded with. 

Experience The number of experience points the mobile is initially loaded with. 

Load Position The position the mobile is in when loaded into the game, which 
should be one of the following numbers: 

 0) Dead             - Reserved for internal use. Do not set.
 1) Mortally wounded - Reserved for internal use. Do not set.
 2) Incapacitated    - Reserved for internal use. Do not set.
 3) Stunned          - Reserved for internal use. Do not set.
 4) Sleeping         - The monster is sleeping.
 5) Resting          - The monster is resting.
 6) Sitting          - The monster is sitting.
 7) Fighting         - Reserved for internal use. Do not set.
 8) Standing         - The monster is standing (DEFAULT).

Default Position The position to which monsters will return after a fight, 
which should be one of the same numbers as given above for Load Position. In 
addition, the Default Position defines when the mob’s long description is 
displayed (see “Long Description” above). 

Sex One of the following: 

0 Neutral (it/its) 
1 Male (he/his) 
2 Female (she/her) 

4.3 Type S Mobile Example 
#3062
fido dog~
the beastly fido~
A beastly fido is mucking through the garbage looking for food here.
~
   The fido is a small dog that has a foul smell and pieces of rotted meat
hanging around his teeth.  
~
65738 0 0 0 65536 0 0 0 -200 S
1 20 9 0d0+10 1d2+0
10 100
8 8 1

This is mobile vnum 3062. The Fido has mob and affect flags set and has an 
initial alignment of -200. After the S flag we see that the Fido is level 1, 
has a THAC0 of 20, an Armor Class of 9, 0d0+10 hit points (10 hitpoints), and
will do 1d2 hit points of bare hand damage per round. The Fido has 10 gold 
and 100 experience points, has a load position and default position of 
STANDING, and is male. 

4.4 Type E Mobiles 
Type E mobiles are specific to tbaMUD and are designed to provide an easy way 
for MUD implementors to extend the mobile format to fit their own needs. A type
E mobile is an extension of type S mobiles; a type E mobile is a type S mobile 
with extra data at the end. After the last line normally found in type S mobs 
(the one ending with the mob’s sex), type E mobiles end with a section called 
the Enhanced section. This section consists of zero or more enhanced mobile 
specifications (or E-specs), one per line. Each E-spec consists of a keyword 
followed by a colon (“:”) and a value. The valid keywords are listed below. The
literal letter Emust then come after all E-specs to signal the end of the mob. 

The format of an E mobile is as follows: 

<mob flags> <affect flags> <alignment> E
<level> <hitroll> <armor class> <hitpoints> <damage>
<gold> <experience points> 
<load position> <default position> <sex> 
{E-spec list} 
E 

4.5 Type E Mobile Example 
Let’s say that you wanted to create an enhanced Fido like the one in the 
previous example, but one that has a bare-hand attack type of 4 so that the 
Fido bites players instead of hitting them. Let’s say you also wanted to give 
this Fido the a strength of 18. You might write: 

#3062
fido dog~
the beastly fido~
A beastly fido is mucking through the garbage looking for food here.
~
   The fido is a small dog that has a foul smell and pieces of rotted meat
hanging around his teeth.  
~
65738 0 0 0 65536 0 0 0 -200 E
1 20 9 0d0+10 1d2+0
10 100
8 8 1
BareHandAttack: 4
Str: 18
E
T 3010

In the above example, the two E-specs used were BareHandAttack and Str. Any 
number of the E-specs can be used in an Enhanced section and they may appear in
any order. The format is simple: the E-spec keyword, followed by a colon, 
followed by a value. Note that unlike type S mobiles, type E mobiles require 
a terminator at the end of the record (the letter E). The T stands for a 
trigger followed by the attached trigger number. This is the same format for
rooms and objects also.

4.6 E-Spec Keywords Valid in tbaMUD 
The only keywords supported are BareHandAttack, Str, StrAdd, Int, Wis, Dex, 
Con, and Cha. However, the E-Specs have been designed such that new ones are 
quite easy to add.

BareHandAttack This controls the description of violence given during battles,
in messages such as “The Beastly fido bites you very hard.” BareHandAttack 
should be one of the following numbers: 

 0) hit                  6) crush          11) pierce
 1) sting                7) pound          12) blast
 2) whip                 8) claw           13) punch
 3) slash                9) maul           14) stab
 4) bite                10) thrash         15) impale
 5) bludgeon

Messages given when attackers miss or kill their victims are taken from the 
file lib/misc/messages. The attack type number for weapons is 300 plus the 
number listed in the table above, so to modify the message given to players 
when they are mauled, attack type number 309 in lib/misc/messages should be 
changed. Note that adding new attack types requires code changes and cannot be 
accomplished simply by adding new messages to lib/misc/messages (see the tbaMUD
Coding Manual for more information). 

Str, Int, Wis, Dex, Con, Cha The mobile’s Strength, Intelligence, Wisdom, 
Dexterity, Constitution and Charisma, respectively. These values should be 
between 3 and 18, but can be between 1 and 25 (which is the default statistic 
maximum). 

StrAdd The mobile’s strength addition, which can range from 1 to 99. 

5 Object Files 

5.1 The Format of an Object 
#<virtual number> 
<Keywords>~ 
<short description>~ 
<long description>~ 
<action description>~ 
<type flag> <extra (affects) bitvector> <wear bitvector> 
<value 0> <value 1> <value 2> <value 3> 
<weight> <cost> <rent per day> 
{Zero or more Extra Descriptions and/or Affect Fields} 

There can be an unlimited number of Extra Descriptions and up to 3 Affect 
Fields. 

Virtual Number This number is critical; it is the identity of the object 
within the game. It is the number that will be used to reference the object 
from zone files and is the number used to “load” objects from within the game. 
The virtual numbers must appear in increasing order in the object file. 

Keywords The list of keywords, separated by spaces, that can be used by players
to identify the object. The object can only be identified using the keywords 
that appear in this list; it cannot be identified by a word that appears only 
in its name. Great care should be taken to ensure that the spellings of names 
and keywords match. Fill words such as “the,” “a,” and “an” should not appear 
in the keywords List. 

Short Description The description of the object used by the MUD when the object
is used. For example, a short description of “a long, green stick” would result
in messages such as “The Beastly Fido picks up the long, green stick.” The 
Short Description should never end with a punctuation mark because it will be
inserted into the middle of sentences. 

Long Description The description displayed when the object is seen lying on the
ground, for example, “A furled umbrella is lying here.” Unlike the Short 
Description, the Long Description should end with appropriate punctuation. 

Action Description Action Descriptions are primarily used for magical objects 
(staves, wands, scrolls, and potions) to specify what message displayed to the
room when the magical item is used. The Action Description should be given in 
the act format specified in act.txt. If no Action Description is present, a 
default message will be used: 

Staves: Rasmussen taps <object> three times on the ground. 
$n taps $p three times on the ground. 
Wands: Rasmussen points <object> at <target>. 
$n points $p at $N. 
Scrolls: Rasmussen recites <object>. $n recites $p. 
Potions: Rasmussen quaffs <object>. 
$n quaffs $p. 

For more information on the character codes used in the above strings, see the 
act() Function document. For objects which are readable papers, the Action 
Description contains the text on the paper. 

Type Flag A number which specifies what type of object is being defined; also 
controls the meanings of value0 through value4. The Type Flag must be one of 
the following numbers: 

0    UNDEFINED      Do not set.
1    LIGHT          Item is a light source.
2    SCROLL         Item is a magical scroll.
3    WAND           Item is a magical wand.
4    STAFF          Item is a magical staff.
5    WEAPON         Must be piercing to backstab.
6    FURNITURE      Item may be sat on.
7    FREE           Do not set.
8    TREASURE       Item is treasure other than gold coins (i.e. gems)
9    ARMOR          Item is armor.
10   POTION         Item is a magical potion.
11   WORN           Item is worn, but not armor.
12   OTHER          Miscellaneous object with no special properties.
13   TRASH          Trash is not bought by shopkeepers.
14   FREE2          Do not set.
15   CONTAINER      Item is a container. Be creative, make robes with pockets, etc.
16   NOTE           Item is a note HELP OBJ-NOTE for more info.
17   LIQ CONTAINER  Item is a drink container. Do not include liquid type in s-desc.
18   KEY            Item is a key.
19   FOOD           Item is food.
20   MONEY          Value set in the C) Applies. Cost not used. Max 1000 coins.
21   PEN            Item is a pen.
22   BOAT           Item is a boat; allows you to traverse water (noswim).
23   FOUNTAIN       Item is a fountain. Set Values to -1 to make it unlimited.

Extra (Effects) Bitvector A bitvector (see section 2.4 on ‘Using Bitvectors’), 
to define the “special effects” of the object. Flags that are marked as 
“cosmetic” merely add an interesting message to the object when it is examined,
but has no substantive effect otherwise. The flags have the following values: 

1)   GLOW            Item is glowing (cosmetic).
2)   HUM             Item is humming (cosmetic).
3)   NORENT          Item cannot be rented.
4)   NODONATE        Item cannot be donated.
5)   NOINVIS         Item cannot be made invisible.
6)   INVISIBLE       Item is invisible.
7)   MAGIC           Item has a magical aura and cannot be enchanted.
8)   NODROP          Item is cursed and cannot be removed or dropped.
9)   BLESS           Item is blessed (cosmetic).
10)  ANTI_GOOD       Item cannot be used by good-aligned characters.
11)  ANTI_EVIL       Item cannot be used by evil-aligned characters.
12)  ANTI_NEUTRAL    Item cannot be used by neutral align characters.
13)  ANTI_MAGIC_USER Item cannot be used by the Mage class.
14)  ANTI_CLERIC     Item cannot be used by the Cleric class.
15)  ANTI_THIEF      Item cannot be used by the Thief class.
16)  ANTI_WARRIOR    Item cannot be used by the Warrior class.
17)  NOSELL          Shopkeepers will not buy or sell the item.

Wear Bitvector A bitvector (see section 2.4 on ‘Using Bitvectors’) with 
the following values: 

 1) TAKE        Item can be taken (picked up off the ground) (DEFAULT).
 2) FINGER      Item can be worn on the fingers. (2 positions)        
 3) NECK        Item can be worn around the neck. (2 positions)
 4) BODY        Item can be worn on the body, (AC multiplier = 3).*
 5) HEAD        Item can be worn on the head, (AC multiplier = 2).*
 6) LEGS        Item can be worn on the legs, (AC multiplier = 2).*
 7) FEET        Item can be worn on the feet.
 8) HANDS       Item can be worn on the hands.
 9) ARMS        Item can be worn on the arms.
10) SHIELD      Item can be used as a shield.
11) ABOUT       Item can be worn about the body.
12) WAIST       Item can be worn around the waist.
13) WRIST       Item can be worn around the wrist. (2 positions)
14) WIELD       Item can be wielded; e.g. weapons.
15) HOLD        Item can be held (the "hold" command).

Note that the TAKE bit controls whether or not an item can be picked up using 
the “get” command, whereas the HOLD bit controls if the object can be worn 
using the “hold” command. 

Value 0, Value 1, Value 2, Value 3 These values are very central. They define 
the object’s abilities based on the Type Flag. See the subsection “Object Value
Definitions” below for a detailed description of the four Value fields. 

Weight The weight of the object. The weight controls how many strength points a
character must have to take the object, and is used to calculate when bags and 
other containers become full. 

Cost The value of the object in gold coins; used by shopkeepers. 

Rent Per Day The cost per day to rent the object in the Reception. 

5.2 Object Value Definitions 
The meaning of an object’s four values (value 0 through value 3) vary depending
on the Type Flag of the object. 

In the table below, “unused” means that the server ignores the value; it can 
be set to any number (but 0 is always a safe bet). “unimplemented” indicates a
Type Flag currently not recognized by the server. 

An index of spell numbers for use with magical objects can be found in the 
Appendix Spell Numbers. 

LIGHT: (Type Flag 1) 
value 0-1: unused 
value 2: Capacity of light in hours. 
 0: Burned out light. 
-1: Eternal light source. 
value 3: unused 

SCROLL: (Type Flag 2) 
value 0: Level at which scroll’s spells are cast. 
value 1: Spell number 1 
value 2: Spell number 2 
value 3: Spell number 3 

WAND: (Type Flag 3) 
value 0: Level at which wand’s spell is cast 
value 1: Charge capacity of wand (>= 1) 
value 2: Current number of charges remaining 
value 3: Spell number 

STAFF: (Type Flag 4) 
value 0: Level at which staff’s spell is cast 
value 1: Charge capacity of staff (>= 1) 
value 2: Current number of charges remaining 
value 3: Spell number 

WEAPON: (Type Flag 5) 

value 0: unused 
value 1: Number of damage dice 
value 2: Size of damage dice 
value 3: Weapon type for damage messages, one of: 
 0) hit                  6) crush          11) pierce
 1) sting                7) pound          12) blast
 2) whip                 8) claw           13) punch
 3) slash                9) maul           14) stab
 4) bite                10) thrash         15) impale
 5) bludgeon

FURNITURE: (Type Flag 6)
value 0: Number of people that can sit on this object.
value 1-3: unused
 
FREE: (Type Flag 7) unimplemented (do not use) 

TREASURE: (Type Flag 8) 
value 0-3: unused 

ARMOR: (Type Flag 9) 
value 0: AC-apply of the armor. Note that the effective change to AC is this 
value times a multiplier based on where the armor is worn. Values >0 enhance 
the AC; values <0 damage the AC (cursed armor, for example). 
value 1-3: unused 

POTION: (Type Flag 10) 
value 0: Level at which the potion’s spells are cast. 
value 1: Spell number 1 
value 2: Spell number 2 
value 3: Spell number 3 
If less than 3 spells are desired, set unused values to -1. 

WORN: (Type Flag 11)
value 0-3: unused 

OTHER: (Type Flag 12) 
value 0-3: unused 

TRASH: (Type Flag 13) 
value 0-3: unused 

FREE2: (Type Flag 14) unimplemented (do not use) 

CONTAINER: (Type Flag 15) 
value 0: Capacity (max containable weight) of container 
value 1: Container flag bitvector (MUST be a numeric bitvector) 
1 CLOSEABLE Container can be closed and locked. 
2 PICKPROOF Lock on container can’t be picked. 
4 CLOSED Container is closed when loaded. 
8 LOCKED Container is locked when loaded. 
value 2: The vnum of the key object that opens this container. -1 if it has 
no key. 
value 3: Unused

NOTE: (Type Flag 16) 
value 0-3: unused 

DRINK CONTAINER: (Type Flag 17) See Appendix Item Values for Drink Containers. 

KEY: (Type Flag 18) 
value 0-3: unused 

FOOD: (Type Flag 19) 
value 0: The number of hours of hunger satisfied by this food. 
value 1-2: unused 
value 3: Non-zero if the food is poisoned, 0 otherwise. 

MONEY: (Type Flag 20) 
value 0: The number of gold coins in the pile. 
value 1-3: unused 

PEN: (Type Flag 21) 
value 0-3: unused 

BOAT: (Type Flag 22) 
value 0-3: unused 

FOUNTAIN: (Type Flag 23) See Appendix Item Values for Drink Containers. 

5.3 Object Extra Descriptions 
Object Extra Descriptions allow players to examine certain aspects of objects 
defined by the world builder, just like Room Extra Descriptions. There can be 
an unlimited number of Extra Descriptions per object. The format is exactly the
same as for rooms: 

E 
<keyword list>~ 
<description text> 
~ 

Keyword List A space-separated list of keywords which will access the 
description in this E section. 

Description Text The text that will be displayed when a player types “look 
<keyword>,” where <keyword> is one of the keywords specified in the Keyword 
List of this E section. 

5.4 Object Affect Fields 
Object Affect Fields give objects magical properties. They affect characters 
when the object is worn, not when picked up. There can be up to three affect 
fields per object. The format of an Object Affect Field is: 

A 
<location> <value> 

Location The aspect of the character affected by the object. It must be one of 
the following numbers: 

0    NONE               No effect - used to quit the menu.
1    STR                Apply to strength.
2    DEX                Apply to dexterity.
3    INT                Apply to intelligence.
4    WIS                Apply to wisdom. 
5    CON                Apply to constitution. 
6    CHA                Apply to charisma. 
7    CLASS              Unimplemented.  Do not use.
8    LEVEL              Unimplemented.  Do not use.
9    AGE                Apply to character's MUD age, in MUD-years. 
10   CHAR_WEIGHT        Apply to weight. 
11   CHAR_HEIGHT        Apply to height. 
12   MAXMANA            Apply to MAX mana points. 
13   MAXHIT             Apply to MAX hit points.
14   MAXMOVE            Apply to MAX movement points.
15   GOLD               Unimplemented.  Do not use.
16   EXP                Unimplemented.  Do not use.
17   ARMOR              Apply to armor class (AC). negative is better.
18   HITROLL            Apply to hitroll. 
19   DAMROLL            Apply to damage roll bonus. 
20   SAVING_PARA        Apply to save throw: paralysis. negative is better.
21   SAVING_ROD         Apply to save throw: rods. negative is better.
22   SAVING_PETRI       Apply to save throw: petrify. negative is better.
23   SAVING_BREATH      Apply to save throw: breathe. negative is better.
24   SAVING_SPELL       Apply to save throw: spells. negative is better.

Value The number used to modify the Location. 

For example, an A field which reads: 

A 
12 50 

will add 50 to the maximum mana of the character. 

5.5 Object File Example 
#901 
shield minotaur~ 
a dark minotaur shield~ 
A dark minotaur shield has been left here.~ 
~ 
9 dgh 513 
12 0 00 
15 5000 1350 
E 
shield minotaur~ 
A strong, sturdy shield. It brings to mind legends of a shield 
that provided protection from poisonous gases. 
~ 
A 
23 -4 
A 
4 2 

This object is virtual number 901, is a Type 9 object (armor), cannot be 
donated, has a magical aura, and cannot be dropped. It can be picked up and 
worn as a shield. It has an AC-apply of 12, weighs 15 pounds, is valued at 
5000 coins and costs 1350 coins per day to rent. Its Affect fields indicate 
that this object affects breath weapon saving throws by -4 and increases Wisdom
by 2. 

6. Zone Files 

Zone files are the files that control how areas are configured and how they 
reset. They integrate the mobiles, objects, and rooms to create an inhabited world. 

A zone file contains certain initial information (specified below), followed by
a series of reset commands. Each time a zone is reset, the server executes all 
the commands in order from beginning to end. All zones are reset when the 
server first boots, and periodically reset again while the game is running. 

6.1 The Format of a Zone File 
#<virtual number> 
<builder name>~
<zone name>~ 
<bottom room number> <top room number> <lifespan> <reset mode> 
{zero or more zone commands} 
S 

Lines starting with *are considered comments and ignored. Zone commands 
themselves may also be followed by a comment which does not need to be 
delimited by a single *. Please note that the initial lines of a zone file 
may not have comments on them at all. The zone’s commands must then be 
terminated by the literal letter S. 

Virtual Number An arbitrary number used to identify the zone. Zone numbers are
traditionally the room numbers of the zone divided by 100; for example, 
Midgaard, which consists of rooms 3000 through 3099, is zone 30. 

Zone Name A label given to the zone so that it can be identified in system 
logs. 

Bottom Room Number The lowest numbered room belonging to this zone. This should
be a larger number than the TopRoom of the previous zone. 

Top Room Number The highest numbered room belonging to this zone. A room 
belongs to a zone if its virtual number falls in the range from Bottom Room 
to Top Room of that zone. 

Lifespan The number of real-time minutes between zone resets for this zone. 
When the age of the zone (measured in minutes since the last time that zone 
has been reset) reaches the zone’s lifespan, the zone is queued for reset. The 
zone is then reset when it reaches the front of the queue, and the conditions 
of the Reset Mode (see below) are satisfied. 

Reset Mode Can take one of three values (0, 1, or 2): 

0 Never reset the zone. In this case, the age of the zone is never updated, 
and it will never be queued for reset. Thus, the value of the Lifespan is 
effectively ignored. 

1 Reset the zone only after it reaches its Lifespan and after the zone becomes 
deserted, i.e. as soon as there are no players located within the zone (checked
once every minute). This can make a zone more “fair” because it will keep the 
hard mobs from reappearing in the zone until everyone leaves, but on a busy MUD
it can prevent a zone from ever being reset since the zone may never stay empty
for more than one minute. 

2 Reset the zone as soon as it reaches its Lifespan, regardless of who or what
is in it. This is the most commonly used Reset Mode. 

6.2 Zone Commands 
Each command consists of a letter, identifying the command-type, followed by 
three or four arguments. The first argument, common to all the commands, is 
called the “if-flag.” If the if-flag for a command is 1, that command is only 
executed if the command immediately before it was executed as well. If the 
if-flag is 0, the command is always executed. If-flags are useful for things 
like equipping mobiles. You don’t want to try to equip a mobile that has not 
been loaded. 

Commands that load mobiles and objects also include a “max existing” argument. 
This specifies the maximum number of copies of the mobile or object that are 
allowed to exist in the entire world at once. If the number currently existing 
is greater than or equal to the “max existing” limit, the command is not 
executed. 

The valid zone-reset commands are M, O, G, E, P, D, and R. 

M: load a mobile 
Format: M <if-flag><mob vnum><max existing><room vnum> Mob vnum is the vnum of 
the mob to be loaded. Room vnum is the vnum of the room in which the mob should 
be placed. The mob will be loaded into the room. 

O: load an object 
Format: O <if-flag><obj vnum><max existing><room vnum> Obj vnum is the vnum of 
the obj to be loaded. Room vnum is the vnum of the room in which the obj should 
be placed. The object will be loaded and left lying on the ground. 

G: give object to mobile 
Format: G <if-flag><obj vnum><max existing> Obj vnum is the vnum of the obj to 
be given. The object will be loaded and placed in the inventory of the last 
mobile loaded with an “M” command. This command will usually be used with an 
if-flag of 1, since attempting to give an object to a non-existing mobile will 
result in an error. 

E: equip mobile with object 
Format: E <if-flag><obj vnum><max existing><equipment position> Obj vnum is the
vnum of the obj to be equipped. The object will be loaded and added to the 
equipment list of the last mobile loaded with an “M” command. Equipment 
Position should be one of the following: 

You are using:                                               Trigedit positions
<used as light>      [200] a generic light                      light     0 
<worn on finger>     [201] a generic ring                       rfinger   1
<worn on finger>     [202] a generic ring                       lfinger   2
<worn around neck>   [203] a generic necklace                   neck1     3
<worn around neck>   [204] a generic necklace                   neck2     4
<worn on body>       [205] a set of generic body armor          body      5
<worn on head>       [206] a generic helm                       head      6
<worn on legs>       [207] a pair of generic leggings           legs      7 
<worn on feet>       [208] a pair of generic boots              feet      8
<worn on hands>      [209] a pair of generic gloves             hands     9
<worn on arms>       [210] a pair of generic sleeves            arms     10
<worn as shield>     [211] a generic shield                     shield   11
<worn about body>    [212] a generic cape                       about    12
<worn about waist>   [213] a generic belt                       waist    13
<worn around wrist>  [214] a generic wristguard                 rwrist   14   
<worn around wrist>  [215] a generic wristguard                 lwrist   15
<wielded>            [216] a generic weapon                     wield    16
<held>               [217] a generic staff                      hold     17
<inventory>                                                     inv      18

This command will usually be used with an if-flag of 1, since attempting to 
give an object to a non-existing mobile will result in an error. 

P: put object in object 
Format: P <if-flag><obj vnum 1><max existing><obj vnum 2> An object with Obj 
Vnum 1 will be loaded, and placed inside of the copy of Obj Vnum 2 most 
recently loaded. This command will usually be used with an if-flag of 1, since
attempting to put an object inside of a non-existing object will result in an 
error. 

D: set the state of a door 
Format: D <if-flag><room vnum><exit num><state> Room vnum is the virtual number
of the room with the door to be set. Exit num being one of: 
0 North 
1 East 
2 South 
3 West 
4 Up 
5 Down 

State being one of: 
0 Open 
1 Closed 
2 Closed and locked 

Care should be taken to set both sides of a door correctly. Closing the north 
exit of one room does not automatically close the south exit of the room on the
other side of the door. 

R: remove object from room 
Format: R <if-flag><room vnum><obj vnum> If an object with vnum Obj Vnum exists
in the room with vnum Room Vnum, it will be removed from the room and purged. 

6.3 
Zone File Example 
A sample zone file annotated with comments follows. 

#30 * This is zone number 30 
Northern Midgaard Main City~ * The name of the zone 
3099 15 2 * Top of zone is room #3099; it resets every 15 minutes.
* * Resets regardless of people.
* 
* Mobile 
M 0 3010 1 3062 Load the Postmaster to room 3062 
* Shopkeepers 
M 0 3003 1 3011 Load the Weaponsmith into room 3011 
* Now, give the weaponsmith items (to be placed in his inventory) 
* max 100 of each of these objects can exist at a time in the 
* world at any given time. 
G 1 3020 100 Dagger 
G 1 3021 100 Small Sword 
G 1 3022 100 Long Sword 
G 1 3023 100 Wooden Club 
G 1 3024 100 Warhammer 
G 1 3025 100 Flail 
* and lastly, give him a long sword to wield 
E 1 3022 100 16 Long Sword 
* Load Boards 
O 0 3099 2 3000 Mortal Bulletin Board in room 3000 
O 1 3096 5 3003 Social Bulletin Board in room 3003 
O 1 3096 5 3018 Social Bulletin Board in room 3018 
O 1 3096 5 3022 Social Bulletin Board in room 3022 
O 1 3096 5 3028 Social Bulletin Board in room 3028 
* "S" must appear after all commands for a particular zone 
S 

7 Shop Files 

tbaMUD now has a new shop file format. Since the old format is still supported,
both formats will be documented. If you’d like to convert shop files in the old
format to that of the new format, compile and run the utility shopconv. Version
3 shops must have a special marker (described below) to tell the server that 
the file is in the new format. 

7.1 tbaMUD Shop Format 
The overall format of a v3 Shop File is: 

tbaMUD Shop File~ 
<Shop 1> 
<Shop 2> 
. 
. 
. 
<Shop n> 
$~ 


Version 3 shop files start with the literal line “tbaMUD v3.0 Shop File˜”,
followed by any number of shop definitions, and terminated by $˜. The format 
of a shop definition is: 

#<Shop Number>~ 
<Item Vnum 1> 
<Item Vnum 2> 
<Item Vnum 3> 
. 
. 
<Item Vnum n> 
-1 
<Profit when selling> 
<Profit when buying> 
<Buy Type 1> [Buy Namelist 1] 
<Buy Type 2> [Buy Namelist 1] 
<Buy Type 3> [Buy Namelist 1] 
. 
. 
<Buy Type n> [Buy Namelist n] 
-1 
<Message when item to buy does not exist>~ 
<Message when item to sell does not exist>~ 
<Message when shop does not buy offered item>~ 
<Message when shop can’t afford item>~ 
<Message when player can’t afford item>~ 
<Message when successfully buying an item>~ 
<Message when successfully selling an item>~ 
<Temper> 
<Shop Bitvector> 
<Shop Keeper Mobile Number> 
<With Who Bitvector> 
<Shop Room 1> 
<Shop Room 2> 
<Shop Room 3> 
. 
. 
<Shop Room n> 
-1 
<Time when open start 1> 
<Time when open end 1> 
<Time when open start 2> 
<Time when open end 2> 

Shop Number A unique number for the shop (used only for display purposes). This
is often the same number as the initial Shop Room. 

Item Vnum 1...Item Vnum n An arbitrarily long list of the virtual numbers of 
objects that the shop produces (i.e., items which will always be available, no
matter how many are bought). The list must be terminated with -1. 

Profit When Selling The price of an object when a shopkeeper sells it is the
object’s value times Profit When Selling. This is a floating point value.
It should be >= 1.0. 

Profit When Buying The amount of money a shopkeeper will offer when buying an 
object is the object’s value times Profit When Buying. This is a floating point
value. It should be <= 1.0. 

Buy Types and Buy Namelists These lines control what types of items that the 
shop will buy. There can be an arbitrarily long list of buy types terminated by
-1. The first argument, called “Buy Type” is the Type Flag of items the shop 
will buy (see “Type Flag” under “Format of an Object” in this document). 
Numerical and English forms are both valid (5 or WEAPON, 9 or ARMOR, etc.). 

The second (optional) argument is called a Buy Namelist and allows you to 
provide optional keywords to define specific keywords that must be present on 
the objects for the shopkeeper to buy or sell it. For further details on these 
expressions, see the section “Item Name Lists” below. 

Message when item to buy does not exist The message given to a player if he 
tries to buy an item that the shopkeeper does not have in his inventory. 

Message when item to sell does not exist The message given to a player if he 
tries to sell an item that the player does not have in his inventory. 

Message when shop does not buy offered item The message given to a player if he 
tries to sell an item that the shopkeeper does not want to buy (controlled by 
the Buy Types and Buy Namelists.) 

Message when shop can’t afford item The message given to a player if he tries 
to sell an item to a shop, but the shopkeeper does not have enough money to 
buy it. 

Message when player can’t afford item The message given to a player if he 
tries to buy an item from a shop but doesn’t have enough money. 

Message when successfully buying an item The message given to a player when he
successfully buys an item from a shop. The expression %d can be used in place 
of the cost of the item (e.g., That’ll cost you %d coins, thanks for your 
business! 

Message when successfully selling an item The message given to a player when 
he successfully sells an item to a shop. The expression %d can be used in 
place of the cost of the item as above. 

Temper When player can’t afford an item, the shopkeeper tells them they can’t 
afford the item and then can perform an additional action (-1, 0, or 1): 

-1 No action other than the message. 
0 The shopkeeper pukes on the player. 
1 The shopkeeper smokes his joint. 

Further actions can be added by your local coder (e.g., attacking a player, 
stealing his money, etc.) 

Shop Bitvector A bitvector (see section 2.4 on ‘Using Bitvectors’) with the 
following values: 
1 a WILL_START_FIGHT Players can try to kill shopkeeper. 
2 b WILL_BANK_MONEY Shopkeeper will put money over 15000 coins in the bank. 

A brief note: Shopkeepers should be hard (if even possible) to kill. The 
benefits players can receive from killing them is enough to unbalance most non
monty-haul campaigns. 

Shop Keeper Mobile Number Virtual number of the shopkeeper mobile. 

With Who Bitvector A bitvector (see section 2.4 on ‘Using Bitvectors’) used to 
designate certain alignments or classes that the shop will not trade with, with
the following values: 

E) No Trade With  : NOBITS
   Designates certain alignments or classes that the shop will not trade with:
 
 1) Good                    2) Evil                   
 3) Neutral                 4) Magic User             
 5) Cleric                  6) Thief                  
 7) Warrior                

Shop Room 1...Shop Room n The virtual numbers the mobile must be in for the 
shop to be effective. (So transferred shopkeepers can’t sell in the desert). 
The list can be arbitrarily long but must be terminated by a -1. 

Times when open The times (in MUD-hours) between which the shop is open. Two 
sets of Open/Close pairs are allowed so that the shop can be open twice a day 
(for example, once in the morning and once at night). To have a shop which is 
always open, these four values should be 
0 
28 
0 
0 

7.2 Item Name Lists for v3 Shops 
Name lists are formed by boolean expressions. The following operators are 
available: ’,^=Not *,&=And +,|=Or 

The precedence is Parenthesis, Not, And, Or. Take the following line for an 
example: 

WEAPON [sword & long | short | warhammer | ^golden & bow] & magic] 

This shop will buy the following items of type WEAPON: 

1. sword long magic 
2. short magic (the first & is done before the first |) 
3. warhammer magic 
4. ˆgolden bow magic 

Note that the ˆ in front of golden affects ONLY golden, and nothing else in the 
listing. Basically, the above expression could be written in English as: 
[(sword and long) or short or warhammer or (not golden and bow)] and magic 
If you want the shop to only buy “short magic” only if they were also swords, 
you could change the expression to: 

WEAPON [sword & (long|short) | warhammer | ^golden & bow] ^-Changes--^ & magic 

You can also include object extra flags (listed in the section “Format of an 
Object” above). The previous example used “magic” as a keyword that had to be 
on the object. If we wanted to make it so that the MAGIC flag had to be set on 
the item, we would change “magic” to “MAGIC”. Similar changes could be made to 
add other flags such as “HUM” or “GLOW”. It should be noted that these 
expressions are case sensitive and that all keywords should appear in 
lower-case, while the flag names should be in all caps. 

7.3 The DikuMud Gamma and tbaMUD 2.20 Shop Format 
This format is obsolete but is presented because it is still supported by 
tbaMUD. In most cases, it is strongly recommended to simply use the shopconv 
utility shipped with tba to convert older shop files to the new format. 

#num~ 
Shop Number (Used only for display purposes) 
num1 
num2 
num3 
num4 
num5 

Virtual numbers of the objects that the shop produces. 
-1’s should be inserted in unused slots. 

Profit when selling 

The object value is multiplied by this value when sold. 
This is a floating point value. Must be >= 1.0 

Profit when buying 

The object value is multiplied by this value when bought. 
This is a floating point value. Must be <= 1.0 

num1 
num2 
num3 
num4 
num5 

These five numbers are the item-types traded with by the shop (i.e. valid Type 
Flags of objects that the shopkeeper will buy). 

Message When Item to buy is non existing~ 
Message When item trying to sell is non existing~ 
Message When wrong item-type sold~ 
Message when shop can’t afford item~ 
Message when player can’t afford item~ 
Message when buying an item~ 

Price is represented by %d. 
Message when selling an item~ 

Price is represented by %d. 

Temper 

When player can’t afford an item, the shopkeeper tells 
them they can’t afford the item and then: 

0 -The shopkeeper pukes on the player. 
1 -The shopkeeper smokes his joint. 
other -No action besides message above. 

Shop Bitvector 

A bitvector (see section ‘Using Bitvectors’) with the following values: 
1 a WILL_START_FIGHT Players can to try to kill this shopkeeper. 
2 b WILL_BANK_MONEY Shopkeeper will put money over 15000 coins in the bank. 

A brief note: Shopkeepers should be hard (if even possible) to kill. The 
benefits players can receive from killing them is enough to unbalance most 
non monty-haul campaigns. 

Shop Keeper Mobile Number Virtual number of the shopkeeper mobile. 

With Who Bitvector 
A bitvector (see section ‘Using Bitvectors’) used to designate certain 
alignments or classes that the shop will not trade with, with the following 
values: 
1 a NOGOOD Keeper won’t trade with positively-aligned players. 
2 b NOEVIL Keeper won’t trade with evilly-aligned players. 
4 c NONEUTRAL Keeper won’t trade with neutrally-aligned players. 
8 d NOMAGIC_USER Keeper won’t trade with the Mage class. 
16 e NOCLERIC Keeper won’t trade with the Cleric class. 
32 f NOTHIEF Keeper won’t trade with the Thief class. 
64 g NOWARRIOR Keeper won’t trade with the Warrior class. 

Shop Room Number 
The virtual number the mobile must be in for the shop to be effective. (So 
trans'ed shopkeepers can’t sell in the desert). 

Time when open start 1 
Time when open end 1 
The hours between which the shop is open. 

Time when open start 2 
Time when open end 2 
The hours between which the shop is open. 

8 Trigger Files

8.1 The Format of a Trigger File
The format of a trigger is: 

@n#<virtual number>
<trig name>~
<attach type> <trig type> <numeric arg>
<trig arg>~
<command list>
~
Virtual Number This number is critical; it is the identity of the trigger 
within the game. It is the number that will be used to reference the trigger 
from room, mob, obj, and zone files and is the number used to attach triggers
from within the game. The virtual numbers must appear in increasing order in 
the object file. 

Trig Name This is what the builder chooses to name the trigger. The more 
descriptive the better. 

Attach Type This is one of the following types:
0: Mob
1: Obj
2: Room

Trig Type This varies depending on the attach type selected, but includes:
|         ROOMS          |         OBJECTS         |            MOBS         |
=============================================================================
|  TRIGEDIT-ROOM-GLOBAL  |   TRIGEDIT-OBJ-GLOBAL   |  TRIGEDIT-MOB-GLOBAL    |
|  TRIGEDIT-ROOM-RANDOM  |   TRIGEDIT-OBJ-RANDOM   |  TRIGEDIT-MOB-RANDOM    |
|  TRIGEDIT-ROOM-COMMAND |   TRIGEDIT-OBJ-COMMAND  |  TRIGEDIT-MOB-COMMAND   |
|  TRIGEDIT-ROOM-SPEECH  |   TRIGEDIT-OBJ-TIMER    |  TRIGEDIT-MOB-SPEECH    |
|  TRIGEDIT-ROOM-ZONE    |   TRIGEDIT-OBJ-GET      |  TRIGEDIT-MOB-ACT       |
|  TRIGEDIT-ROOM-ENTER   |   TRIGEDIT-OBJ-DROP     |  TRIGEDIT-MOB-DEATH     |
|  TRIGEDIT-ROOM-DROP    |   TRIGEDIT-OBJ-GIVE     |  TRIGEDIT-MOB-GREET     |
|  TRIGEDIT-ROOM-CAST    |   TRIGEDIT-OBJ-WEAR     |  TRIGEDIT-MOB-GREET-ALL |
|  TRIGEDIT-ROOM-LEAVE   |   TRIGEDIT-OBJ-REMOVE   |  TRIGEDIT-MOB-ENTRY     |
|  TRIGEDIT-ROOM-DOOR    |   TRIGEDIT-OBJ-LOAD     |  TRIGEDIT-MOB-RECEIVE   |
|  TRIGEDIT-ROOM-TIME    |   TRIGEDIT-OBJ-CAST     |  TRIGEDIT-MOB-FIGHT     |
=========================|   TRIGEDIT-OBJ-LEAVE    |  TRIGEDIT-MOB-HITPRCNT  |
                         |   TRIGEDIT-OBJ-CONSUME  |  TRIGEDIT-MOB-BRIBE     |
Further help can be       =========================|  TRIGEDIT-MOB-LOAD      |
accessed by typing:                                |  TRIGEDIT-MOB-MEMORY    |
HELP <TYPE>.                                       |  TRIGEDIT-MOB-CAST      |
i.e. HELP TRIGEDIT-MOB-ACT                         |  TRIGEDIT-MOB-LEAVE     |
                                                   |  TRIGEDIT-MOB-DOOR      |
                                                   |  TRIGEDIT-MOB-TIME      |
See also: TRIG-COMMANDS, VARIABLES, EXPRESSIONS     =========================

Numeric arguments purpose varies depending on the trigger type. For most 
triggers it is the percentage chance of firing. But, it can also be the 
percentage of hitpoints remaining, location of an object, to match a string 
or single word in the argument, or the amount of gold for a bribe. To find 
out what numeric arg does for each trig look up that triggers help file.

Trig arg This describes the text argument, if any, which can be used to filter
out matches to the trigger.

Command List This is where you enter the body of your trigger and all the
interactions you want it to perform. See the help files in game for details.

8.2 Trigger File Example

#100
Obj Command 100 - portal to Midgaard~
1 c 7
en~
if %cmd.mudcommand% == enter && %arg% /= portal
  %send% %actor% You enter the portal.
  %echoaround% %actor% %actor.name% bravely enters the portal.
  %teleport% %actor% 3001
  %force% %actor% look
  %echoaround% %actor% %actor.name% just stepped through a portal.
else
  %send% %actor% %cmd% what?!
end
~

A Spell Numbers 

These spell numbers are the spells shipped by default with tbaMUD. Note that 
most implementors add new spells so this list may not be complete for your 
particular MUD. Check with your implementor for details. 

 1) armor                 2) teleport              3) bless                
 4) blindness             5) burning hands         6) call lightning       
 7) charm person          8) chill touch           9) clone                
10) color spray          11) control weather      12) create food          
13) create water         14) cure blind           15) cure critic          
16) cure light           17) curse                18) detect alignment     
19) detect invisibility  20) detect magic         21) detect poison        
22) dispel evil          23) earthquake           24) enchant weapon       
25) energy drain         26) fireball             27) harm                 
28) heal                 29) invisibility         30) lightning bolt       
31) locate object        32) magic missile        33) poison               
34) protection from evil 35) remove curse         36) sanctuary            
37) shocking grasp       38) sleep                39) strength             
40) summon               41) !UNUSED!             42) word of recall       
43) remove poison        44) sense life           45) animate dead         
46) dispel good          47) group armor          48) group heal           
49) !UNUSED!             50) infravision          51) waterwalk            

B Item Values for Drink Containers 

DRINKCON (Type Flag 17) and FOUNTAIN (Type Flag 23) 
value 0: Capacity of container 
value 1: Current quantity in container 
value 2: see below 
value 3: Non-zero if the drink poisoned, 0 otherwise. 

Value 2 is a number which defines the type of liquid in the drink container, 
from the following table: 

      Type          nr.         Effect of Liquid On:
                        drunkenness   Fullness      Thirst
      WATER          0      0           1           10
      BEER           1      3           2           5
      WINE           2      5           2           5
      ALE            3      2           2           5
      DARK ALE       4      1           2           5
      WHISKY         5      6           1           4
      LEMONADE       6      0           1           8
      FIREBREATHER   7      10          0           0
      LOCAL SPC.     8      3           3           3
      SLIME          9      0           4           -8
      MILK           10     0           3           6
      TEA            11     0           1           6
      COFFEE         12     0           1           6
      BLOOD          13     0           2           -1
      SALT WATER     14     0           1           -2
      CLEAR WATER    15     0           0           13

   The above values for drunkenness/fullness/thirst are in the units of one
hour of effect per four units of liquid drunk.  For example, imagine that
Dragon drinks an entire bottle (say 7 units) of saltwater.  According to the
table above, saltwater has a drunkenness value of 0, fullness value of 1 and
thirst value of -2.  Therefore:
His drunkenness is not changed ((7/4)*0)
His Fullness increases by ((7/4)*1) hours
His Thirst increases by ((7/4)*-2) hours, thus making him more thirsty.
A player's drunkenness, fullness, and thirst can range from 0 to 24.
24 is the maximum; 0 means the person is completely sober, hungry,
or thirsty respectively. For immortals, these values are typically -1.