Object Type Definitions

If blank, then that value is not used, and kept 0

ITEM_LIGHT (1)

Value[0]:
Value[1]:
Value[2]: Number of hours the light can be used for. Zero hours means that the light has gone out. -1 is infinite hours.
Value[3]:

ITEM_SCROLL (2)

Value[0]: Level spell will be cast at.
Value[1]: Spell #1 [
spell list]
Value[2]: Spell #2 (-1 for no SECOND spell)
Value[3]: Spell #3 (-1 for no THIRD spell)

ITEM_WAND (3)

Value[0]: Level spell will be cast at. **Wands are targeted**
Value[1]: Max Charges
Value[2]: Charges Left
Value[3]: Which spell in wand [
spell list]

ITEM_STAFF (4)

Value[0]: Level of spell in staff. **Staves have area effect**
Value[1]: Max Charges
Value[2]: Charges Left
Value[3]: Spell in staff [
spell list]

ITEM_WEAPON (5)

Value[0]: 0 - unused
Value[1]: Number of dice to roll for damage
Value[2]: Size of dice to roll for damage
Value[3]: The attack type. Attack is one of:
NUMBER CATEGORY Message type
2 Slash "whip/whips"
3 Slash "slash/slashes"
6 Bludgeon "crush/crushes"
7 Bludgeon "pound/pounds"
11 Pierce "pierce/pierces"
Value[4]: Weapon Type. Weapon is one of:
NUMBER Simple Weapons Crit Range Crit Multiplier
1 Gauntlet 3% x2
2 Gauntlet, spiked 3% x2
3 Dagger 6% x2
4 Dagger, throwing 3% x3
5 Mace, light 3% x2
6 Sickle 3% x2
7 Club 3% x2
8 Mace, heavy 3% x2
9 Morningstar 5% x2
10 Spear, short 3% x2
11 Spear, long 3% x3
12 Quarterstaff 3% x2
13 Spear 3% x3
14 Crossbow, heavy 6% x2
15 Crossbow, light 6% x2
16 Dart 3% x2
17 Javelin 3% x2
18 Sling 3% x2

NUMBER Martial Weapons Crit Range Crit Multiplier
19 Axe, throwing 3% x2
20 Hammer, throwing 3% x2
21 Hammer, light 3% x2
22 Handaxe 3% x3
23 Kukri 9% x2
24 Pick, light 3% x4
25 Sap 3% x2
26 Shortsword 6% x2
27 Battleaxe 3% x3
28 Flail 3% x2
29 Longsword 6% x2
30 Pick, heavy 3% x4
31 Rapier 9% x2
32 Scimitar 9% x2
33 Trident 3% x2
34 Warhammer 3% x3
35 Falchion 9% x2
36 Glaive 3% x3
37 Greataxe 3% x3
38 Greatclub 3% x2
39 Flail, heavy 6% x2
40 Greatsword 6% x2
41 Maul 2% x5
42 Guisarme 4% x3
43 Halberd 4% x3
44 Polearm 4% x3
45 Lance 4% x3
46 Ranseur 4% x3
47 Scythe 3% x4
48 Longbow 3% x3
49 Longbow, composite 3% x3
50 Shortbow 3% x3
51 Shortbow, composite 3% x3

NUMBER Exotic Weapons Crit Range Crit Multiplier
52 Gauntlet, bladed 3% x2
53 Kama 3% x2
54 Nunchaku 3% x2
55 Sai 3% x2
56 Siangham 3% x2
57 Butterfly sword 3% x2
58 Warfan 3% x2
59 Bastard Sword 6% x2
60 Dwarven Waraxe 3% x3
61 Whip 3% x2
62 Orc Double Axe 3% x3
63 Spiked Chain 1% x2
64 Dire Flail 3% x2
65 Hooked Hammer 3% x3
66 Double Sword 6% x5
67 Double Mace 3% x2
68 Double Scimitar 3% x2

NUMBER Exotic Weapons Crit Range Crit Multiplier
69 Three Section Staff 3% x2
70 Dwarven Urgrosh 3% x3
71 Bolas 3% x2
72 Crossbow, hand 6% x2
73 Crossbow, repeating heavy 6% x2
74 Crossbow, repeating light 6% x2
75 Net 3% x2
76 Shuriken 3% x2
77 Chakram 3% x2

NUMBER Ammo Crit Range Crit Multiplier
78 Arrow 3% x2
79 Bolt 3% x2
80 Bullet 3% x2

ITEM_FIREWEAPON (6)

Value[0]: 0 - unused
Value[1]: Number of die
Value[2]: Damage per die.
Value[3]: Message type (see fight.c--to be clarified in future)
Value[4]: Speed factor delay of firing per missile. (Round delay per shot for reloading. 0 = no delay like in normal bows.)
Value[5]: Max number of missiles weapon fires per round.
Value[6]: Durability of Thrown weapon/Bowstring. (1-10 1=worst, 10=best)
Value[7]: Type of weapon:
BowsCrossbowsThrowingOtherSeige
1Short Bow5Hand XBow9Dagger13Sling18Common
2Long Bow6Light XBow10Dart14Javelin19Scorpion Ballista
3Elven Short7Heavy XBow11Hammer15Spear20Catapult
4Elven Long12Handaxe16Blowgun
17Special

ITEM_MISSILE (7)

* to hit a dragon arrows need +2hit or better.
* to sunder missile shield arrows need +3hit or better.
Value[0]: Number of die
Value[1]: Damage per die.
Value[2]: Durability of missile. (1-10 1=worst 10=best)
Value[3]: Type of missile:
1 "Normal Flight Arrow", (Now standardized in code to do 2d6 damage)
2 "Elven Flight Arrow", (Now standardized to 2d7)
3 "Normal Sheaf Arrow", (Now standardized to 3d6)
4 "Elven Sheaf Arrow", (Now standardized to 4d6)
5 "Hand Crossbow Quarrel", (Now standardized to 3d3)
6 "Light Crossbow Quarrel", (Now standardized to 4d4)
7 "Heavy Crossbow Quarrel", (Now standardized to 5d5)
8 "Special Flight",
9 "Throwing Dagger",
10 "Dart",
11 "Throwing Hammer",
12 "Throwing Handaxe",
13 "Sling Stone",
14 "Javelin",
15 "Spear",
16 "Blowgun Dart",
17 "Special Throw",
18 "Object",
19 "Ballista Missile",
20 "Catapult Missile",

ITEM_TREASURE (8)

Value[0]: -
Value[1]: -
Value[2]: -
Value[3]: -

ITEM_ARMOR (9)

Value[0]: The effective AC. ]0 enhances the armor class. [0 reduces the
armor class (cursed armor for example). Note that this is
different from the AC_apply affect listed above. **Also note
Value[1]: - that this value does NOTHING for earrings/rings...have to use
Value[2]: - number 11 below**
Value[3]: -

ITEM_POTION (10)

Value[0]: Level of the spell in the potion.
Value[1]: Spell 1 (Listed elsewhere in this file)
Value[2]: Spell 2
Value[3]: Spell 3
The values (1-3) are for three (or less) different spells, mixed in the potion. Unused spells should be set to -1.

ITEM_WORN (11)

Use for rings and earrings since they cannot have
Value[0]: - an AC value if made Item_Armor. Unlike value 9 above,
Value[1]: - a negative number in this field enhances AC.
Value[2]: -
Value[3]: -

ITEM_OTHER (12)

Value[0]: -
Value[1]: -
Value[2]: -
Value[3]: -

ITEM_TRASH (13)

Value[0]: -
Value[1]: -
Value[2]: -
Value[3]: -

ITEM_TRAP (14)

Value[0]: - Doesn't do a thing and never will now that we have
Value[1]: - the item trap code described above.
Value[2]: -
Value[3]: -

ITEM_CONTAINER (15)

Value[0]: Maximum weight the container can contain.
Value[1]: Container flags (additive!):
CLOSEABLE 1
CLOSED 4
LOCKED 8
PICKPROOF 16
Value[2]: The item-number of the object which can open the object. -1 means
no lockability.
Value[3]: Internal use for Corpses that must "rot".

ITEM_NOTE (16)

Value[0]: Tongue (language of writing which is currently always 0)
Value[1]: -
Value[2]: -
Value[3]: -

ITEM_DRINKCON (17)

Value[0]: Maximum drink-units the drink-container can contain. -1 is infinite.
Value[1]: Number of drink-units that are left in the container. -1 is infinite.
Value[2]: The type of liquid in the drink-container, one of:
(Note that 16 is what you use to create a fountain)

--Type-- --Number-- --Effect-- Drunkenness 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_COKE 15 0 1 5 LIQ_FOUNTAIN 16 0 ALL ALL LIQ_HOLYWATER 17 0 1 1 LIQ_MISO 18 LIQ_MINESTRONE 19 0 3 2 LIQ_DUTCH 20 0 4 1 LIQ_SHARK 21 0 5 1 LIQ_BIRD 22 0 3 2 LIQ_CHAMPAGNE 23 5 1 3 LIQ_PEPSI 24 0 1 5 LIQ_UNHOLYWATER25 0 1 2 LIQ_SAKE 26 LIQ_CURE 27 (pending implementation)

The above values for drunkenness/fullness/thirst are used per four "units" drunk. The values are expressed in HOURS! Example:
Dragon empties a bottle (say 7 units) of saltwater.
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.

The hours above are numbers between 0 and 24. 24 hours is maximum for drunkenness/fullness/thirst. When hours are zero for any drunkenness/fullness/thirst the person will be sober, hungry, or thirsty respectively.

Value[3]: if this value is non-zero, then the drink is poisoned!

ITEM_KEY (18)

*NOBODY USES THIS...ANYTHING CAN BE USED AS A KEY*
Value[0]: The key-type. This value must match the lock-type the door that the key can open.
Value[1]: % chance that the key will break (0, being no chance)
Value[2]: -
Value[3]: - * Apparently neither values 1 or 2 actually work for keys. Shrug.*

ITEM_FOOD (19)

Value[0]: The number of hours that this food will fill the stomach
Value[1]: - (iron rations do 24 hours)
Value[2]: -
Value[3]: If this value is non-zero, the food is poisoned.

ITEM_MONEY (20)

Value[0]: The number of copper coins "in the pile of coins".
Value[1]: The number of silver
Value[2]: " " gold
Value[3]: " " platinum

ITEM_PEN (21)

Value[0]: - Value flags do nothing, but it must be hold-able to work.
Value[1]: -
Value[2]: -
Value[3]: -

ITEM_BOAT (22)

Value[0]:
Value[1]:
Value[2]:
Value[3]:

ITEM_BOOK: (23)

Value[0]: - This item type does not work at the moment.
Value[1]: -
Value[2]: -
Value[3]: -

ITEM_CORPSE: (24) (Don't Use)

If you need a corpse, make it a container. Great for hiding stuff later.

ITEM_TELEPORT (25)

Value[0]: The room where the teleport item takes you to (vnum)
Value[1]: The command that activates the item. See list below somewhere. (eg. value 259 is Rub)
Value[2]: Charges the teleport item has (-1 for infinite)
Value[3]: Minimum level of PC that can use the item (0 is default)
Value[4]: Maximum level of PC that can use the item (0 is default)
Value[5]: Start room (REQUIRES PROC FOR BOUNCING PORTALS--MUST CLEAR WITH CODER)
Value[6]: Stop room (REQUIRES PROC FOR BOUNCING PORTALS--MUST CLEAR WITH CODER)
Value[7]: Bounce speed (REQUIRES PROC FOR BOUNCING PORTALS--MUST CLEAR WITH CODER)

ITEM_POISON: (26)

Value[0]: The type of poison, which can be as follows (fyi, mobs sv vs para):

1 Slow (as spell)
2 Blindness (as spell)
3 Minor Paralysis (as spell)
4 *Major Paralysis (as spell)
5 Cause Light Wounds (as spell)
6 Cause Serious Wounds (as spell)
7 Cause Critical Wounds (as spell)
8 Harm (as spell)
9 *Full Harm (as spell)
10 *Instant Death
11 Ray of enfeeblement
12 Fumble
13 Stumble
14 Enervate

Note: Anyone using type 10 without a *VERY* good reason will DIE!
* = Should only be available thru quests or very tough mobs.
Value[1]: The level of the effect caused by the poison. (May or may not
actually matter, but is a good idea to put it anyway)
Value[2]: Number of apply poison applications. (The greater this number
is the greater the difficulty of getting the poison should be.)
Value[3]: The number of successful hits/application before the poison
wears off. Somewhere between 3 and 10 is good depending on the type.

If you need a type which is not listed...let a coder know so they can add it.

ITEM_SUMMON: (27)

Value[0]: Command # which activates the item. (see list below)
Value[1]: Vnum of the mobile to summon.
Value[2]: Charges remaining in the item. (-1 is infinite, but you'd need
a darn good reason for doing this.)

ALSO NOTE: If you make an aggro mob, you'd better make the thing only have 1 charge or you'll create a pkilling tool the likes of which the game has never seen. Also give it detect invis so the summoner can't hide invisibly while the mob kills everyone else! All in all it's best to NOT make the thing have more than 1 charge and for the mob NOT to be aggro.

Value[3]: Type of summoning:
0 - uncharmed (no follow)
1 - charmed (follows)
2 - loosely alignment specific (follow if neut or same alignment)
3 - strict alignment (follow if same alignment)

ITEM_SHIP: (28)

*A forger will help you make one if you need one*
Value[0]: Hull points
Value[1]: Speed (max is 30)
Value[2]: Damage
Value[3]: Capacity

ITEM_SWITCH (29)

Value[0]: Command # to trigger switch (see list below)
Value[1]: Room # w/ the blocked exit.
Value[2]: Direction of blocked exit in room (0 = North, 1 = East, etc).
Value[3]: 0 ('wall' moves) or 1 ('switch name' moves).
(if item is takable then it won't work unless you're in the room with the exit)

ITEM_QUIVER: (30)

Value[0]: Maximum Number of Arrows quiver can hold.
Value[1]: Container flags (closeable, etc, just like normal containers.)
Value[2]: Key number (-1 for no lockability)
Value[3]: Type of quiver.
  1. arrows
  2. bolts & thrown

ITEM_PICK (31)

Value[0]: The % chance added to success of picking the lock
Value[1]: The % chance of lock breaking (e.g. 25 = 1 in 4 will break)
Value[2]: -
Value[3]: -

ITEM_INSTRUMENT (32)

Value[0]: Instrument type (which spells)
  • INSTRUMENT_FLUTE 184 (sorcery, renewal, recovery)
  • INSTRUMENT_LYRE 185 (heal, travel)
  • INSTRUMENT_MANDOLIN 186 (harm, miscast)
  • INSTRUMENT_HARP 187 (protect, reveal)
  • INSTRUMENT_DRUMS 188 (offense, defense, elements)
  • INSTRUMENT_HORN 189 (slow, clumsy)
Value[1]: quality (ranges from 0 - 12)
Value[2]: stutter modifier (0 - 10)
Value[3]: Min level to use this instrument

** Note about changes: Basically, the old quality value is broken down into two new parts. val1 increases the quality of the song, val2 gives the player a bonus when checking for stutter. Please try not to exceed these suggested values except in extreme cases. The instruments had previously gotten out of control, inflation-wise. Also remember that you have two affects that you can put on the instrument, to give it some extra oomph.

ITEM_SPELLBOOK: (33)

Value[0]: Language # of spellbook. (will try and find a list of these)
Value[1]: Class # for spellbook (see the bit vector list at the end)
Value[2]: Number of total pages in book.
Value[3]: Number of used pages

ITEM_PSP_CRYSTAL: (37)

VALUE[0]: Max PSP Capacity (200 is most commonly used)
VALUE[1]: Current charge
VALUE[2]: -
VALUE[3]: -

ITEM_DISTRO: (40)

***Note: Long description MUST be "standard_distro"***
VALUE[0]: Odds of mob in the room with this object being distributed per turn
(1 is 100%, 2 is 50%, 3 is 33%, etc)
VALUE[1]: First vnum in range
VALUE[2]: Last vnum in range
VALUE[3]: Sum of sector types to be included

Note, this is confusing, because SECTOR_INSIDE is the first type, and although it's value is 0 in the .wld file, for the purpose of this object it has to be 1, and each of the following sector types also have to follow the standard BIT format, so that the summation works. For instance, if you wanted to include sector types CITY (bit 2) and FIELD (bit 4), the sum value would be 6.

VALUE[4]: That's right, value 4...if this is 0 or left blank, the distro object will not distribute to !teleport rooms. If the field is 1, then the !tele flag is ignored, and mobs will distribute to these rooms.
VALUE[5]: Much the same as 4, but with NO_MOB rooms. If the field is 1, then the object will distribute to NO_MOB rooms, but if 0 it won't.

ITEM_COMPONENT BAG: (41)

Players need a component bag to store spell components (item type 42). VALUE[0]:
VALUE[1]:
VALUE[2]:
VALUE[3]:

ITEM_SPELL_COMPONENT: (42)

Spell components are defined in the code. For example to cast aura of the griffon the spell looks for object #7990 (a griffon feather). The feather itself doesn't have any special flags. VALUE[0]:
VALUE[1]:
VALUE[2]:
VALUE[3]:

ITEM_PET: (43)

VALUE[0]: vnum of the mob to load as a pet when the object is bought in a store
Value[1]:
VALUE[2]:
VALUE[3]:

ITEM_MOVE_BLOCK: (44)

VALUE[0]: Movement direction to block (0-5)
VALUE[1]: Min level that gets blocked (0 blocks anybody)
VALUE[2]: Max level that gets blocked (0 blocks anybody)
VALUE[3]: -
Note: The block message is the object's long description,
therefore is recommended that you make your object no_show

ITEM_RANDOM_ENCOUNTER: (45)

VALUE[0]: Percent chance for an encounter to happen, 1-100
VALUE[1]: Maximum players/combat pets in the room for encounter to fire. If this value is 2 and there are 3 pc's in the room, it will not happen.
VALUE[2]: Maximum instances of a mob to load. If you put 4 in this field, it will load from 1 - 4 copies of the mob.
VALUE[3]: Recharge time for the encounter, between 1 and 12 game hours (minutes)
VALUE[4]: The VNUM's of possible mobs you wish to load. Code will pick one of
VALUE[5]: these four to load for this encounter. Load will occur when player tries to
VALUE[6]: leave the room. Player will see LONG desc of mob when it pops into room.
VALUE[7]: Mobs will attack if aggro, and will disappear after 12 game hours.

ITEM_FORCED_MOVE: (46)

VALUE[0]: Exit direction you want the movement to be forced. If you specify a value greater than 5, it will choose a random direction. If it doesn't find a valid exit after 20 checks, then no movement happens.
VALUE[1]: 0-99 chance for a forced movement to happen.
VALUE[2]: The ending position the player will be in when they get to the destination room. This is just the 0-3 values for position. 0 is prone, for instance.
VALUE[3]: Put 1 if you want this forced movement to ignore fly or levitate
VALUE[4]: Put 1 if you want this forced movement to ignore immaterials
VALUE[5]: Number of combat rounds the player will be stunned for
Notes: Item short desc - Message room sees when player is moved OUT Player's name will be first word, so don't use caps at start. Item long desc - Message moved player sees (with caps at start)
Extra desc keyword - Message destination sees. Will use player name just like the short desc, so no caps at start.

ITEM_HELPER: (47)

VALUE[0]:
VALUE[1]:
VALUE[2]:
VALUE[3]:

ITEM_GEOBOOK: (48)

VALUE[0]:
VALUE[1]:
VALUE[2]:
VALUE[3]: