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