The CircleMUD Builder's Manual
Jeremy Elson, jelson@circlemud.org
Revision 1.14, 30 September 1996, for CircleMUD 3.00
This document describes how to create CircleMUD areas, and specifies
the file formats for worlds, mobiles, objects, shops, 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 CircleMUD, including up-to-date versions of this
documentation in ASCII and Postscript, can be found at the CircleMUD
Home Page <http://www.circlemud.org/> or FTP site
<ftp://ftp.circlemud.org/pub/CircleMUD/>.
______________________________________________________________________
Table of Contents:
1. Introduction
1.1. Your Job as a Tinyworld 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. CircleMUD 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 CircleMUD 3.00
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. CircleMUD v3.0 Shop Format
7.2. Item Name Lists for 3.0 Shops
7.3. The DikuMUD Gamma and CircleMUD 2.20 Shop Format
8. Spell Numbers
9. Item Values for Drink Containers
______________________________________________________________________
1. Introduction
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 CircleMUD server actually run. A
Builder does not need to be a programmer, and building is not
programming; building is done by writing data files in a particular
format, which this document describes in detail.
There is a standard world included with the CircleMUD 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 CircleMUD 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 mobile 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 extremities. 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 mobiles 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 mobiles 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 help of special procedures written in C by the
MUD's coder, involved puzzles of Zork-like complexity can be readily
created.
Not all mobs 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 coding some special procedures for it.
Perhaps random teleporters throughout the area, perhaps some
procedures that have mobiles 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 (or required) 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. World- building programs are becoming more popular,
especially the fancy graphical builders that run under Microsoft
Windows. You may prefer to use one of them rather than trying to use
a simple text editor and understanding the format on your own. New
world-builders are constantly being written and released, so any
attempt to describe them here will almost certainly be obsolete by the
time you read it. However, some of them can be found in the contrib
section of CircleMUD's official FTP site
<ftp://ftp.circlemud.org/pub/CircleMUD/contrib>.
2. The Mechanics of World Building
2.1. Overview of the MUD World
CircleMUD'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), and
shops, in which a mobile in a particular room can buy and sell objects
to players.
A single zone typically contain less 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. 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 CircleMUD 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
Before descending into the details of MUD building, it should be noted
that 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 CircleMUD 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. CircleMUD World Files
Each CircleMUD zone is defined by five types of files: world files,
mobile files, object files, shop 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. 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,'' or sometimes the
``tinyworld files.''
CircleMUD 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 five types of files
are split in a similar manner. Circle has one directory for the room
files (lib/world/wld), one directory for the object files
(lib/world/obj), and so forth.
Circle 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 5 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 Circle (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.
The split utility that comes with CircleMUD can be used to divide a
large file into a number of smaller files; for example, if you have a
large zone that you'd like to break into several smaller zones. See
the CircleMUD Utility Manual
<http://www.circlemud.org/~jelson/circle/cdp/utils> for more
information on how to use split.
2.4. Using Bitvectors
When learning about the formats of CircleMUD 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 CircleMUD, such as to define the
personality of mobiles, the characteristics of rooms, etc.
Understanding how to use bitvectors is essential if you want to build
a CircleMUD 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 CircleMUD 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 CircleMUD
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
After an area is written, there are three steps required to add it to
the MUD for testing: copying the files into the proper directories,
adding the new filenames to the appropriate index files, and running
the MUD in syntax-check mode 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 5701-5799).
Your zone probably has 5 files: 57.wld, 57.mob, 57.obj, 57.shp, 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 5 index files: one for each of the world files
that you copied in the previous step. Adding the filenames to the
index files tells CircleMUD 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; add 57.obj to
lib/world/obj/index, etc.
Now you can try to boot the MUD with the new world. If you're adding
a new area which hasn't been debugged yet, it's usually a good idea to
run Circle in its syntax-checking mode first. From Circle's root
directory, type bin/circle -c to run Circle's syntax checker. If the
check runs with no SYSERR messages, the syntax of the area is probably
correct and the MUD can be safely booted. Otherwise, check the
CircleMUD SYSERR List
<http://www.circlemud.org/~jelson/circle/cdp/syserr> for more
information on how to correct the formatting errors. Also, see the
CircleMUD Administrator's Guide
<http://www.circlemud.org/~jelson/circle/cdp/guide> for more
information on how to run CircleMUD or how to use the syntax checking
mode.
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. There should not be
more than one Direction Field for a particular direction. 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. It is maintained as part of the format for
backwards compatibility.
Room Bitvector
A bitvector (see section ``Using Bitvectors''), with the
following values:
___________________________________________________________________
1 a DARK Room is dark.
2 b DEATH Room is a death trap; char ``dies'' (no xp lost).
4 c NOMOB MOBs (monsters) cannot enter room.
8 d INDOORS Room is indoors.
16 e PEACEFUL Room is peaceful (violence not allowed).
32 f SOUNDPROOF Shouts, gossips, etc. won't be heard in room.
64 g NOTRACK ``track'' can't find a path through this room.
128 h NOMAGIC All magic attempted in this room will fail.
256 i TUNNEL Only one person allowed in room at a time.
512 j PRIVATE Cannot teleport in or GOTO if two people here.
1024 k GODROOM Only LVL_GOD and above allowed to enter.
2048 l HOUSE Reserved for internal use. Do not set.
4096 m HOUSE_CRASH Reserved for internal use. Do not set.
8192 n ATRIUM Reserved for internal use. Do not set.
16384 o OLC Reserved for internal use. Do not set.
32768 p BFS_MARK Reserved for internal use. Do not set.
___________________________________________________________________
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:
___________________________________________________________________
0 INSIDE Indoors (small number of move points needed).
1 CITY The streets of a city.
2 FIELD An open field.
3 FOREST A dense forest.
4 HILLS Low foothills.
5 MOUNTAIN Steep mountain regions.
6 WATER_SWIM Water (swimmable).
7 WATER_NOSWIM Unswimmable water - boat required for passage.
8 UNDERWATER Underwater.
9 FLYING Wheee!
___________________________________________________________________
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'').
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, e.g.:
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 special procedure 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 the 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's a sample entry from a CircleMUD 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>
<alias list>~
<short description>~
<long description>
~
<detailed description>
~
<action bitvector> <affection bitvector> <alignment> <type flag>
{type-specific information; see below for details}
______________________________________________________________________
The format of mobiles varies depending on the Type Flag. See below
for documentation of the formats of the various types.
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.
Alias List
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 that appear in its alias 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 aliases match. Fill words such as ``the,'' ``a,'' and
``an'' should not appear in the Alias 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>.''
Action Bitvector
A bitvector (see section ``Using Bitvectors'') with the
following values:
___________________________________________________________________
1 a 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 (of
course) must be written. See the section on
Special Procedures in the file coding.doc for
more information.
2 b SENTINEL Mobiles wander around randomly by default; this
bit should be set for mobiles which are to remain
stationary.
4 c SCAVENGER The mob should pick up valuables it finds on the
ground. More expensive items will be taken first.
8 d ISNPC Reserved for internal use. Do not set.
16 e AWARE Set for mobs which cannot be backstabbed.
Replaces the ACT_NICE_THIEF bit from Diku Gamma.
32 f AGGRESSIVE Mob will hit all players in the room it can see.
See also the WIMPY bit.
64 g STAY_ZONE Mob will not wander out of its own zone -- good
for keeping your mobs as only part of your own
area.
128 h 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).
256 i AGGR_EVIL Mob will attack players that are evil-aligned.
512 j AGGR_GOOD Mob will attack players that are good-aligned.
1024 k AGGR_NEUTRAL Mob will attack players that are neutrally aligned.
2048 l MEMORY Mob will remember the players that initiate
attacks on it, and initiate an attack on that
player if it ever runs into him again.
4096 m 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.
8192 n NOCHARM Mob cannot be charmed.
16384 o NOSUMMON Mob cannot be summoned.
32768 p NOSLEEP Sleep spell cannot be cast on mob.
65536 q NOBASH Large mobs such as trees that cannot be bashed.
131072 r NOBLIND Mob cannot be blinded.
___________________________________________________________________
Affection Bitvector
A bitvector (see section ``Using Bitvectors'') with the
following values:
___________________________________________________________________
1 a BLIND Mob is blind.
2 b INVISIBLE Mob is invisible.
4 c DETECT_ALIGN Mob is sensitive to the alignment of others.
8 d DETECT_INVIS Mob can see invisible characters and objects.
16 e DETECT_MAGIC Mob is sensitive to magical presence.
32 f SENSE_LIFE Mob can sense hidden life.
64 g WATERWALK Mob can traverse unswimmable water sectors.
128 h SANCTUARY Mob is protected by sanctuary (half damage).
256 i GROUP Reserved for internal use. Do not set.
512 j CURSE Mob is cursed.
1024 k INFRAVISION Mob can see in dark.
2048 l POISON Reserved for internal use. Do not set.
4096 m PROTECT_EVIL Mob is protected from evil characters.
8192 n PROTECT_GOOD Mob is protected from good characters.
16384 o SLEEP Reserved for internal use. Do not set.
32768 p NOTRACK Mob cannot be tracked.
65536 q UNUSED16 Unused (room for future expansion).
131072 r UNUSED17 Unused (room for future expansion).
262144 s SNEAK Mob can move quietly (room not informed).
524288 t HIDE Mob is hidden (only visible with sense life).
1048576 u UNUSED20 Unused (room for future expansion).
2097152 v 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
CircleMUD expects to find next (i.e., in the file from the
current point to the end of the current mobile).
Standard CircleMUD 3.0 supports two types of mobiles: S (for
Simple), and E (for Enhanced). Type C (Complex) mobiles was
part of the original DikuMUD Gamma and part of CircleMUD until
version 3.0, but are no longer supported by CircleMUD v3.0 and
above.
Check with your local implementor to see if there are any
additional types supported on your particular MUD.
4.2. Type S Mobiles
For type S mobs, the type-specific information should be in the
following format:
______________________________________________________________________
<level> <thac0> <armor class> <max hit points> <bare hand damage>
<gold> <experience points>
<load position> <default position> <sex>
______________________________________________________________________
Level
The level of the monster, from 1 to 30.
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 10 Naked person
AC 0 Very heavily armored person (full plate mail)
AC -10 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's born
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 born with.
Experience
The number of experience points the mobile is born with.
Load Position
The position the mobile is in when born, which should be one of
the following numbers:
0 POSITION_DEAD Reserved for internal use. Do not set.
1 POSITION_MORTALLYW Reserved for internal use. Do not set.
2 POSITION_INCAP Reserved for internal use. Do not set.
3 POSITION_STUNNED Reserved for internal use. Do not set.
4 POSITION_SLEEPING The monster is sleeping.
5 POSITION_RESTING The monster is resting.
6 POSITION_SITTING The monster is sitting.
7 POSITION_FIGHTING Reserved for internal use. Do not set.
8 POSITION_STANDING The monster is standing.
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.
~
afghq p -200 S
0 20 10 1d6+4 1d4+0
0 25
8 8 1
This is mobile vnum 3062. The Fido's action bitvector indicates that
it has a special procedure (bit a), is aggressive (bit f), stays in
its own zone (bit g), is wimpy (bit h), and cannot be bashed (bit q).
Also, the Fido cannot be tracked (affection bit p), and has an initial
alignment of -200.
After the S flag we see that the Fido is level 0, has a THAC0 of 20,
an Armor Class of 10, 1d6+4 hit points (a random value from 5 to 10),
and will do 1d4 hit points of bare hand damage per round. The Fido
has 0 gold and 25 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 Circle 3.0 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 E must then come after all E-
specs to signal the end of the mob.
The format of an E mobile is as follows:
______________________________________________________________________
<level> <thac0> <armor class> <max hit points> <bare hand 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.
~
afghq p -200 E
0 20 10 1d6+4 1d4+0
0 25
8 8 1
BareHandAttack: 4
Str: 18
E
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).
4.6. E-Spec Keywords Valid in CircleMUD 3.00
The only keywords supported under Circle 3.00 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; check with your
local implementor to see if your particular MUD has added any
additional E-Specs. Circle 3.10's Enhanced section will have
considerably more features available such as the ability to
individually set mobs' skill proficiencies.
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/hits
1 sting/stings
2 whip/whips
3 slash/slashes
4 bite/bites
5 bludgeon/bludgeons
6 crush/crushes
7 pound/pounds
8 claw/claws
9 maul/mauls
10 thrash/thrashes
11 pierce/pierces
12 blast/blasts
13 punch/punches
14 stab/stabs
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 CircleMUD Coding Manual
<http://www.circlemud.org/~jelson/circle/cdp/coding> for more
information).
Str, StrAdd, Int, Wis, Dex, Con, Cha
The mobile's Strength, Strength Add, Intelligence, Wisdom,
Dexterity, Constitution and Charisma, respectively. These
values should be between 3 and 18.
5. Object Files
5.1. The Format of an Object
______________________________________________________________________
#<virtual number>
<alias list>~
<short description>~
<long description>~
<action description>~
<type flag> <extra (effects) 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 6
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.
Alias List
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 its alias 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 aliases match. Fill words such as ``the,'' ``a,'' and
``an'' should not appear in the Alias 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.doc. If no Action Description is present, a default message
will be used:
Staves: Rasmussen taps <object> three times on the ground.
Wands: Rasmussen points <object> at Onivel.
Scrolls: Rasmussen recites <object>.
Potions: Rasmussen quaffs <object>.
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:
___________________________________________________________________
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 Item is a weapon.
6 FIREWEAPON Currently not implemented. Do not use.
7 MISSILE Currently not implemented. Do not use.
8 TREASURE Item is treasure other than gold coins (e.g. gems)
9 ARMOR Item is armor.
10 POTION Item is a magical potion.
11 WORN Currently not implemented. Do not use.
12 OTHER Miscellaneous object with no special properties.
13 TRASH Trash -- junked by cleaners, not bought by shopkeepers.
14 TRAP Currently not implemented. Do not use.
15 CONTAINER Item is a container.
16 NOTE Item is a note (can be written on).
17 DRINKCON Item is a drink container.
18 KEY Item is a key.
19 FOOD Item is food.
20 MONEY Item is money (gold coins).
21 PEN Item is a pen.
22 BOAT Item is a boat; allows you to traverse SECT_WATER_NOSWIM.
23 FOUNTAIN Item is a fountain.
___________________________________________________________________
Extra (Effects) Bitvector
A bitvector (see section ``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 a GLOW Item is glowing (cosmetic).
2 b HUM Item is humming (cosmetic).
4 c NORENT Item cannot be rented.
8 d NODONATE Item cannot be donated.
16 e NOINVIS Item cannot be made invisible.
32 f INVISIBLE Item is invisible.
64 g MAGIC Item has a magical aura and can't be enchanted.
128 h NODROP Item is cursed and cannot be dropped.
256 i BLESS Item is blessed (cosmetic).
512 j ANTI_GOOD Item can't be used by good-aligned characters.
1024 k ANTI_EVIL Item can't be used by evil-aligned characters.
2048 l ANTI_NEUTRAL Item can't be used by neutral align characters.
4096 m ANTI_MAGIC_USER Item can't be used by the Mage class.
8192 n ANTI_CLERIC Item can't be used by the Cleric class.
16384 o ANTI_THIEF Item can't be used by the Thief class.
32768 p ANTI_WARRIOR Item can't be used by the Warrior class.
65536 q NOSELL Shopkeepers will not buy or sell the item.
___________________________________________________________________
Wear Bitvector
A bitvector (see section ``Using Bitvectors'') with the
following values:
___________________________________________________________________
1 a WEAR_TAKE Item can be taken (picked up off the ground).
2 b WEAR_FINGER Item can be worn on the fingers.
4 c WEAR_NECK Item can be worn around the neck.
8 d WEAR_BODY Item can be worn on the body.
16 e WEAR_HEAD Item can be worn on the head.
32 f WEAR_LEGS Item can be worn on the legs.
64 g WEAR_FEET Item can be worn on the feet.
128 h WEAR_HANDS Item can be worn on the hands.
256 i WEAR_ARMS Item can be worn on the arms.
512 j WEAR_SHIELD Item can be used as a shield.
1024 k WEAR_ABOUT Item can be worn about the body.
2048 l WEAR_WAIST Item can be worn around the waist.
4096 m WEAR_WRIST Item can be worn around the wrist.
8192 n WEAR_WIELD Item can be wielded; e.g. weapons.
16384 o WEAR_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: unused
value 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
If less than 3 spells are desired, set unused values to -1.
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/hits
1 sting/stings
2 whip/whips
3 slash/slashes
4 bite/bites
5 bludgeon/bludgeons
6 crush/crushes
7 pound/pounds
8 claw/claws
9 maul/mauls
10 thrash/thrashes
11 pierce/pierces
12 blast/blasts
13 punch/punches
14 stab/stabs
FIREWEAPON (Type Flag 6)
unimplemented (do not use)
MISSILE (Type Flag 7)
unimplemented (do not use)
TREASURE (Type Flag 8)
value 0: unused
value 1: unused
value 2: unused
value 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 armor class;
values <0 damage the armor class (cursed armor, for
example).
value 1: unused
value 2: unused
value 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)
unimplemented (do not use)
OTHER (Type Flag 12)
value 0: unused
value 1: unused
value 2: unused
value 3: unused
TRASH (Type Flag 13)
value 0: unused
value 1: unused
value 2: unused
value 3: unused
TRAP (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 created.
8 LOCKED Container is locked when created.
value 2: The vnum of the key object that opens this container.
-1 if it has no key.
value 3: Reserved for internal use -- always set as 0.
NOTE (Type Flag 16)
value 0: Language of writing (unimplemented).
value 1: unused
value 2: unused
value 3: unused
DRINKCON (Type Flag 17)
See Appendix ``Item Values for Drink Containers''.
KEY (Type Flag 18)
value 0: unused
value 1: unused
value 2: unused
value 3: unused
FOOD (Type Flag 19)
value 0: The number of hours of hunger satisfied by this food.
value 1: unused
value 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: unused
value 2: unused
value 3: unused
PEN (Type Flag 21)
value 0: unused
value 1: unused
value 2: unused
value 3: unused
BOAT (Type Flag 22)
value 0: unused
value 1: unused
value 2: unused
value 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.
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 (typically not used).
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 MANA Apply to MAX mana points.
13 HIT Apply to MAX hit points.
14 MOVE Apply to MAX movement points.
15 GOLD Unimplemented. Do not use.
16 EXP Unimplemented. Do not use.
17 AC Apply to armor class (AC).
18 HITROLL Apply to hitroll.
19 DAMROLL Apply to damage roll bonus.
20 SAVING_PARA Apply to save throw: paralyze
21 SAVING_ROD Apply to save throw: rods
22 SAVING_PETRI Apply to save throw: petrif
23 SAVING_BREATH Apply to save throw: breath
24 SAVING_SPELL Apply to save throw: spells
___________________________________________________________________
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 0 0
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 spell 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>
<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 delimited by a
single *. 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. For zone N,
this should be a larger number than TopRoom(zone N-1).
Top Room Number
virtual number V belongs to zone N if BottomRoom(zone N) <= V <=
TopRoom(zone N) for all N > 0.
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:
0 Used as light
1 Worn on right finger
2 Worn on left finger
3 First object worn around neck
4 Second object worn around neck
5 Worn on body
6 Worn on head
7 Worn on legs
8 Worn on feet
9 Worn on hands
10 Worn on arms
11 Worn as shield
12 Worn about body
13 Worn around waist
14 Worn around right wrist
15 Worn around left wrist
16 Wielded as a weapon
17 Held
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
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
CircleMUD v3.0 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. 3.0 shops must have a special
marker (described below) to tell the server that the file is in the
new format.
7.1. CircleMUD v3.0 Shop Format
The overall format of a v3.0 Shop File is:
______________________________________________________________________
CircleMUD v3.0 Shop File~
<Shop 1>
<Shop 2>
<Shop n>
$~
______________________________________________________________________
3.0 shop files start with the literal line ``CircleMUD 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).
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., attack-
ing a player, stealing his money, etc.)
Shop Bitvector
A bitvector (see section ``Using Bitvectors'') with the
following values:
___________________________________________________________________
1 a WILL_START_FIGHT Players can to 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 ``Using Bitvectors'') used to designate
certain alignments or classes that the shop will not trade with,
with the following values:
___________________________________________________________________
1 a NOGOOD Don't trade with positively-aligned players.
2 b NOEVIL Don't trade with evilly-aligned players.
4 c NONEUTRAL Don't trade with neutrally-aligned players.
8 d NOMAGIC_USER Don't trade with the Mage class.
16 e NOCLERIC Don't trade with the Cleric class.
32 f NOTHIEF Don't trade with the Thief class.
64 g NOWARRIOR Don't trade with the Warrior class.
___________________________________________________________________
Shop Room 1...Shop Room n
The virtual numbers the mobile must be in for the shop to be
effective. (So trans'ed 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 3.0 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. ^golden bow magic
Note that the ^ 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] & magic
^-Changes--^
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 CircleMUD 2.20 Shop Format
This format is obsolete but is presented because it is still supported
by CircleMUD 3.0. In most cases, it is easier to simply use the
``shopconv'' utility shipped with Circle 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" above) 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" above) 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.
H. Spell Numbers
These spell numbers are the spells shipped by default with CircleMUD
3.0. Note that most implementors add new spells so this list may not
be complete for your particular MUD. Check with your implementor for
details.
______________________________________________________________________
animate dead 45
armor 1
bless 3
blindness 4
burning hands 5
call lightning 6
charm 7
chill touch 8
clone 9
color spray 10
control weather 11
create food 12
create water 13
cure blind 14
cure critic 15
cure light 16
curse 17
detect align 18
detect invis 19
detect magic 20
detect poison 21
dispel evil 22
dispel good 46
earthquake 23
enchant weapon 24
energy drain 25
fireball 26
group armor 47
group heal 48
group recall 49
harm 27
heal 28
identify 201
infravision 50
invisible 29
lightning bolt 30
locate object 31
magic missile 32
poison 33
prot from evil 34
remove curse 35
remove poison 43
sanctuary 36
sense life 44
shocking grasp 37
sleep 38
strength 39
summon 40
teleport 2
ventriloquate 41
waterwalk 51
word of recall 42
______________________________________________________________________
I. 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:
Drunkness Fullness Thirst
LIQ_WATER 0 0 1 10
LIQ_BEER 1 3 2 5
LIQ_WINE 2 5 2 5
LIQ_ALE 3 2 2 5
LIQ_DARKALE 4 1 2 5
LIQ_WHISKY 5 6 1 4
LIQ_LEMONADE 6 0 1 8
LIQ_FIREBRT 7 10 0 0
LIQ_LOCALSPC 8 3 3 3
LIQ_SLIME 9 0 4 -8
LIQ_MILK 10 0 3 6
LIQ_TEA 11 0 1 6
LIQ_COFFE 12 0 1 6
LIQ_BLOOD 13 0 2 -1
LIQ_SALTWATER 14 0 1 -2
LIQ_CLEARWATER 15 0 0 13
______________________________________________________________________
The above values for drunkness, fullness, and thirst are in the units
of one hour of effect per four units of liquid drunk. For example,
imagine that Quifael drinks an entire bottle (say 7 units) of
saltwater. According to the table above, saltwater has a drunkness
value of 0, fullness value of 1 and thirst value of -2. Therefore:
His Drunkness 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 drunkness, 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.