area_current/castle/
area_current/gahld/
clans/
player/
player/c/
Area Creation Quick Reference Guide for Mortal Realms             Presto 2/9/95
===============================================================================
#AREA {?? ??} Creator Area Name~ (creator's name should not exceed 7 letters)
      
#NODEBUG          (optional, allows weird door connections)
#NOTELEPORT       (optional, does not permit teleporting into area)
#RESTRICT {lo hi} (optional, only players in the range low-high may enter)

#HELPS
  <level of help> <keywords (all capitals)>~
  <help text (multiple lines)>
  ~
0 $~

#MOBILES
  #<virtual number of mobile>
  <mobile keywords>~
  <mobile short name>~
  <mobile long name>
  ~
  <mobile description (multiple lines)>
  ~
  <action flags> <affection flags> <alignment value> S
  <level> <body part> <attack part> <hit points (?d?+?)> <damage (?d?+?)>
  <gold> <race, if ACT_RACE set, else 0>
  <loaded position> <default position> <sex>
 *   D (Displayable picture)       \  Extra Values (unnecessary)
 *   > (mob_progs)                 /
#0

#OBJECTS
  #<v-number of object>
  <object keywords>~
  <object short name>~
  <object long name>~
  ~
  <item type> <item flags> <item wear locations>
  <4 values, dependant on item type>
  <weight> <value> <level>
*   E (stands for EXTRA DESCRIPTION)      \
*   <extra keywords>~                      \
*   <extra description (multiple lines)>    \
*   ~                                        \
*   A (stands for APPLIES)                    Extra Values (unnecessary)
*   <apply type> <apply amount>              /
*   C (stands for COMBAT USAGES)            /
*   <attack type>~                         /
*   <classes that may use object>         /
*   D (stands for displayable picture)  /
#0

#ROOMS
  #<v-number of room>
  <room name>~
  <room description (multiple lines)>
  ~
  <area number> <room flags> <sector type>
  D<direction of door>
  <look description> (what you see when you look that direction)
  ~
  <door name>~
  <door type> <v-num of key that opens door> <v-num of connected room>
*   E (stands for EXTRA DESCRIPTION)        \
*   <extra keywords>~                        \Extra Values (unnecessary)
*   <extra description (multiple lines)>     / 
*   ~                                       /
  S (denotes end of room)
#0

#RESETS
  M <if-flag> <mob v-num> <max-num> <room v-num>         (load mobile in room)
  G <if-flag> <object v-num> <max-num>                   (give object to mob)
  E <if-flag> <object v-num> <max-num> <wear-location>   (equip object on mob)
  O <if-flag> <object v-num> <max-num> <room v-num>      (load object in room)
  P <if-flag> <object v-num> <max-num> <container v-num> (put object in object)
  R <if-flag> <room v-num> <last exit to randomize>      (randomize exits)
S

#SHOPS
  <shopkeeper v-num> <5 item_types to buy> <buy %> <sell %> <open> <close>
0

#$
===============================================================================

Mobile Values:
-------------------------------------------------------------------------------
Action flags:
ACT_IS_NPC        1 /* Auto set for mobs*/
ACT_SENTINEL      2 /* Stays in one room*/
ACT_SCAVENGER     4 /* Picks up objects*/
ACT_AGGRESSIVE   32 /* Attacks PC's*/
ACT_STAY_AREA    64 /* Won't leave area*/
ACT_WIMPY       128 /* Flees when hurt*/
ACT_PET         256 /* Auto set for pets*/
ACT_TRAIN       512 /* Can train PC's*/
ACT_PRACTICE   1024 /* Can practice PC's*/
ACT_WEAK       2048 /* Cannot carry anything*/
ACT_SMART      4096 /* Can talk, normal mobs can't*/
ACT_ONE_FIGHT  8192 /* Disappears after fight*/
ACT_NO_ORDER  16384 /* Cannot be ordered    */
ACT_BODY      65536 /* Uses body parts */
ACT_RACE     131072 /* Allows race to be defined */

Affection Flags:
AFF_BLIND           1
AFF_INVISIBLE       2
AFF_DETECT_EVIL     4
AFF_DETECT_INVIS    8
AFF_DETECT_MAGIC   16
AFF_DETECT_HIDDEN  32
AFF_SANCTUARY     128
AFF_FAERIE_FIRE   256
AFF_INFRARED      512
AFF_CURSE        1024
AFF_UNDERSTAND   2048
AFF_POISON       4096
AFF_PROTECT      8192
AFF_SNEAK       32768
AFF_HIDE        65536
AFF_SLEEP      131072
AFF_CHARM      262144
AFF_FLYING     524288
AFF_PASS_DOOR 1048576
AFF_STEALTH   2097152
AFF_CLEAR     4194304
AFF_HUNT      8388608
AFF_TONGUES  16777216
AFF_ETHEREAL 33554432  /* Makes the mobile absolutely invisible to system */

Alignment value:
Good:    1000 to   350
Neutral:  350 to  -350
Evil:    -350 to -1000

Average Hit Points and Damage based on level:
Level   Ave HP  Ave Dam
1       20      2
2       30      3
3       40      4
4       50      5
5       60      7
10      150     15
15      250     20
20      350     22
25      475     24
30      600     27
35      680     30
40      790     33
45      900     37
50      1300    41
55      1650    45
60      2000    50
65      2800    55
70      3500    60
75      4200    66
80      5000    72
85      6200    78
90      7800    85
95      10000   92

Body and Attack parts:     (Attack parts are used in combat)
To use these, set ACT_BODY (Body parts may be sliced off in death)
BODY_HEAD	1
BODY_MOUTH	2
BODY_EYE	4
BODY_TORSO	8
BODY_HIP	16
BODY_LEG	32
BODY_ARM	64
BODY_WING	128
BODY_TAIL	256
BODY_TENTICLE	512
BODY_HORN	1024
BODY_CLAW	2048
BODY_HAND	4096
BODY_FOOT	8192

Gold Pieces:
The number of gold pieces the mobile has on him.  May be stolen or collected
upon the death of the creature.

Race:
RACE_HUMAN    0
RACE_HALFLING 1
RACE_ELF      2
RACE_DROW     3
RACE_DWARF    4
RACE_GNOME    5
RACE_ORC      6
RACE_OGRE     7

Mobile position:
POS_DEAD      0 /* Don't Use */
POS_MORTAL    1 /* Don't Use */
POS_INCAP      S_MORTAL    1 /* Don't Use */
POS_IN