[OBJ] FORMULA       [OBJ] SAMPLE
#<virtual object number> #3000
<aliases> ~ cigar stoggie smoke ~
<short description> ~[1] a cigar ~
<long description> ~[2] A thick, smelly cigar is lying on the floor here.~
~ ~
<object type> <extra flags> <wear flags> 12 apr aoq
<value [0]> <value [1]> <value [2]> <value [3]> 0 0 0 0 
<weight>[3] <value> <rent cost>[4] 3 2000 175
E[5] E
<extra description keyword(s)> ~ cigar ~
<exit description> You can smell it a mile away.  It is still burning brightly at one end.
~ ~
A[6] A
<modifer number> <value> 3 -10  
L[7] A
<max>[8] <load %%>[9] 23 -10
P L
<bitvector string> 13 25
  P
  stB
         

[1]
This string will be displayed when the object is used. For example if it is "a rubber raft", and a player drops it, then a message like: "Monthly drops a rubber raft." could be displayed.
[2]
This description is displayed when the object is lying on the ground. For example, if it is "A furled umbrella lies here.~" then this message is displayed when the umbrella is lying on the ground.
[3]
The weight of the item in pounds.
[4]
Currently unused
[5]
{ extra description (optional) }
"Any new extra descriptions must begin with the 'E'...There is no real limit on extra descriptions, save memory requirements."
[6]
{Affection flags(optional) }  * 2 max affections possible *
   The modifier is added to the APPLY_XXX ability of the character when he uses an item, and is subtracted when he stops using it.  Take great care when using this.
[7]
* The Rare Extra Flag must be set to use this switch. *
[8]
represents the average number of items intended to be in play at any given time.
[9]
A factor in the equation used to determine if a Rare item will load