[ Complete Builders Reference Manual for StrangeMUD ] by Iggy (MOB.REF) --------- [MOB] Positions [MOB] Sex DEAD 0 NEUTRAL 0 MORTALLY_WOUNDED 1 MALE 1 INCAPACITATED 2 FEMALE 2 STUNNED 3 SLEEPING 4 RESTING 5 SITTING 6 FIGHTING 7 (!USE) STANDING 8 [MOB] Action Flags [MOB] Affection Flags a SPEC 1 a BLIND 1 (!USE) b SENTINEL 2 b INVISIBLE 2 c SCAVENGER 4 c DETECT_EVIL 4 d IS_NPC 8 (!USE) d DETECT_INVISIBLE 8 e NICE_THIEF 16 e DETECT_MAGIC 16 f AGGRESSIVE 32 f SENSE_LIFE 32 g STAY_ZONE 64 g UNDERWATER_BREATHING 64 h WIMPY 128 h SANCTUARY 128 i AGGRESSIVE_EVIL 256 i GROUP 256 (!USE) j AGGRESSIVE_GOOD 512 j CURSE 512 (!USE) k AGGRESSIVE_NEUTRAL 1024 k INFRARED 1024 l MEMORY 2048 l POISON 2048 (!USE) m HELPER 4096 m PROTECT_EVIL 4096 n SWITCHING 8192 n PARALYSIS 8192 (!USE) o VENGEFUL 16384 o HAS_BOAT 16384 p NO_SUMMON 32768 p FLY 32768 q EVIL_SCAVENGER 65536 q SLEEP 65536 (!USE) r HUNTER 131072 r DETECT_GOOD 131072 s MIME 262144 s SNEAK 262144 t NO_SLEEP 524288 t HIDE 524288 u NO_TRACK 1048576 u ABEL PROTECTION 1048576 v UNSEEN 2097152 v CHARM 2097152 (!USE) w AWARE 4194304 w FOLLOW 4194304 (!USE) x MAGIC 8388608 x HAS_SCUBA 8388608 y SEA_BOUND 16777216 y RESIST_COLD 16777216 z MOUNTABLE 33554432 z RESIST_HEAT 33554432 A MIST 67108864 (!USE) A POLYMORPHED 67108864 B NO_CHARM 134217728 B FEAR 134217728 C GOLD_SCAVENGER 268435456 C PROTECT_GOOD 268435456 D HOARDE_EQ 536870912 (!IMP) D RANGED 536870912 E NO_BLIND 1073741824 E EMPOWERED 1073741824 [MOB] Races [MOB] Strike Types Undefined/Other 0 HIT 0 Undead 1 Pound/Bludgeon 1 Humanoid 2 Pierce 2 Animal 3 Slash 3 Dragon 4 Blast 4 Giant 5 Whip 5 Plant 6 Claw 6 Demon/God 7 Bite 7 Insect 8 Sting 8 Fungus 9 Crush 9 Goblinoid 10 Mineral 11 =============================================================================== (MOBSTDRD.REF) -------------- LEVEL THAC0 AC HP DAMAGE EXPERIENCE GOLD COINS(???) ******************************************************************************* 0 20 10 1d8+0 1d5+0 42 0 1 1 20 10 1d13+11 1d6+0 170 2 4 2 19 9 1d14+24 1d7+0 340 3 6 3 18 8 1d13+39 1d8+0 595 5 10 4 17 7 1d14+52 1d10+0 1020 10 20 5 16 6 1d13+67 2d5+0 1530 15 30 6 15 5 1d14+79 1d10+1 2550 25 50 7 14 4 1d13+99 2d5+1 3825 38 76 8 13 4 1d14+116 2d6+1 6375 63 126 9 12 4 1d13+132 2d6+1 10200 102 204 10 11 3 1d14+154 2d8+1 15300 153 306 11 10 3 1d13+176 2d8+1 18700 187 374 12 9 3 1d13+198 2d9+1 22100 221 442 13 8 2 1d13+220 2d9+1 27200 272 544 14 7 2 1d14+253 2d10+1 30600 306 612 15 6 2 1d13+286 2d10+3 37500 375 750 16 5 1 1d14+319 2d10+3 40800 408 816 17 4 1 1d13+363 3d8+3 47600 476 952 18 3 1 1d14+407 3d8+3 51000 510 1,020 19 2 0 1d13+451 3d8+4 59500 595 1,190 20 1 0 1d14+506 3d8+5 68000 680 1,360 21 1 0 4d11+561 3d9+5 85000 850 1,700 22 1 -1 6d11+616 3d10+5 102000 1,020 2,040 23 1 -1 6d11+693 3d10+5 136000 1,360 2,720 24 1 -1 6d11+659 3d10+5 170000 1,700 3,400 25 1 -2 6d11+825 4d8+5 212000 2,120 4,240 26 1 -2 6d11+908 4d8+5 272000 2,720 5,440 27 1 -2 6d11+990 4d8+6 340000 3,400 6,800 28 1 -3 6d11+1100 4d8+6 425000 4,250 8,500 29 1 -3 6d11+1210 4d8+6 450000 4,500 9,000 30 1 -3 6d11+1320 4d8+6 680000 6,800 13,600 31 1 -4 6d13+1485 5d8+8 850000 8,500 17,000 32 1 -4 7d11+1650 5d8+8 1020000 10,200 20,400 33 1 -4 7d13+1815 5d8+8 1190000 11,900 23,800 34 1 -5 8d11+1980 5d8+9 1360000 13,600 27,200 35 1 -5 8d13+2200 5d8+9 1530000 15,300 30,600 36 1 -5 9d11+2420 5d8+11 1700000 17,000 34,000 37 1 -6 9d13+2640 6d8+11 1955000 19,550 39,100 38 1 -6 11d11+2860 6d8+11 2210000 22,100 44,200 39 1 -6 11d11+3080 6d8+13 2465000 24,650 49,300 40 1 -7 11d11+3300 6d8+13 2720000 27,200 54,400 41 0 -7 11d13+3630 6d8+13 2975000 29,750 59,500 42 0 -7 11d13+3960 6d9+14 3230000 32,300 64,600 43 0 -8 11d13+4290 6d9+14 3570000 35,700 71,400 44 0 -8 11d17+4620 6d9+14 3825000 38,250 76,500 45 0 -8 11d17+4950 6d9+15 4080000 40,800 81,600 46 0 -9 11d17+5280 6d9+15 4335000 43,350 86,700 47 0 -9 11d22+5610 6d9+15 4590000 45,900 91,800 48 0 -9 11d22+5940 6d9+17 4930000 49,300 98,600 49 0 -10 11d22+6270 6d9+17 5270000 52,700 105,400 50 0 -10 16d22+6600 6d10+18 5610000 56,100 112,200 51 -1 -10 18d22+6800 6d10+19 5800000 58,000 116,000 52 -1 -10 19d22+7000 6d10+20 6000000 60,000 120,000 53 -1 -10 20d23+7250 6d10+22 6220000 62,200 124,400 54 -2 -11 20d29+7450 5d13+23 6320000 63,200 126,400 55 -2 -11 20d30+7600 5d14+23 6500000 65,000 130,000 56 -2 -11 21d30+8000 5d15+23 6620000 66,200 132,400 57 -3 -11 22d30+8300 6d13+23 6800000 68,000 136,000 58 -4 -11 22d31+8550 6d13+24 6920000 69,200 138,400 59 -4 -12 23d31+9000 6d14+24 7100000 71,000 142,000 60 -4 -12 24d32+9100 6d14+25 7250000 72,500 145,400 61 -5 -12 25d33+9250 6d15+25 7450000 74,500 149,000 62 -5 -12 25d33+9500 7d13+26 7620000 76,200 152,400 63 -6 -12 25d34+9800 7d14+26 7830000 78,300 156,600 64 -6 -13 26d35+10000 7d14+27 8050000 80,500 161,000 65 -6 -13 26d35+10200 7d15+27 8200000 82,000 164,000 66 -7 -13 26d35+10600 7d15+28 8350000 83,500 167,000 67 -7 -14 27d35+10850 7d16+28 8500000 85,000 170,000 68 -7 -14 28d35+11000 7d16+29 8710000 87,100 174,200 69 -8 -15 30d35+11250 7d17+29 8950000 89,500 179,000 70 -8 -15 30d35+11500 7d17+30 9150000 91,500 183,000 71 -9 -15 30d36+11650 7d18+30 9230000 92,300 184,600 72 -10 -15 30d37+11750 7d18+30 9320000 93,200 186,400 73 -10 -15 30d38+11900 7d18+30 9420000 94,200 188,400 74 -10 -16 30d39+11900 7d18+31 9500000 95,000 190,000 75 -10 -16 30d40+12000 8d16+31 9650000 96,500 193,000 =============================================================================== (MOB_PROG.REF) -------------- trigger argument and what must happen to activate trigger ----------------------------------------------------------------------------- act_prog WORDLIST or P WORD_PHRASE to match from act() to mobile bribe_prog INTEGER amount of miminum gold amount given to mobile entry_prog PERCENT chance to check when mobile moves to a new room give_prog FULL OBJECT NAME or ALL to match when obj given to mobile greet_prog PERCENT chance to check if visable char enters mobile's room all_greet_prog PERCENT chance to check when any char enters mobile's room fight_prog PERCENT chance to check at fight_pulse if mobile is fighting hitprcnt_prog PERCENT lower than mobiles hit/max_hit if mobile is fighting death_prog PERCENT chance to check after mobile has been slain rand_prog PERCENT chance to check whenever a PC is in the mobiles zone speech_prog WORDLIST or P WORD_PHRASE to match in dialogue to mobile variable mobile actor victim random object 2nd_object ----------------------------------------------------------------------------- name $i $n $t $r $o $p shrt_desc/title $I $N $T $R $O $P he/she/it $j $e $E $J -- -- his/hers/its $l $s $S $L -- -- him/her/it $k $m $M $K -- -- a/an -- -- -- -- $a $A ifcheck argument? meaning ----------------------------------------------------------------------------- rand(num) Is a random percentage less than or equal to num isnpc($*) Is $* an NPC ispc($*) Is $* a PC isgood($*) Does $* have a good alignment isevil($*) Does $* have an evil alignment isneutral($*) Does $* have a neutral alignment isfight($*) Is $* fighting isimmort($*) Is the level of $* greater than max_mortal ischarmed($*) Is $* affected by charm isfollow($*) Is $* a follower with their master in the room isaffected($*) & integer Is ($*->affected_by & integer) true (person only) hitprcnt($*) == percent Is the hit/max_hit of $* equal to percent inroom($*) == integer Is the room of $* equal to integer (person only) sex($*) == integer Is the sex of $* equal to integer position($*) == integer Is the position of $* equal to integer level($*) == integer Is the level of $* equal to integer class($*) == integer Is the class of $* equal to integer goldamt($*) == integer Does $* have a gold total equal to integer objtype($*) == integer Is the type of $* equal to integer (armor,boat,etc) objval#($*) == integer Is $*->value[#] equal to integer (# from 0-3) number($*) == integer Is the vnum of $* equal to integer name($*) == string Is the name of $* equal to string mexists(vnum) == integer Does MOB exist oexists(vnum) == integer Does OBJ exist (Checks LIMITED items/Rentfile) weather($*) == integer Is the weather type equal to integer (0-3) time(num) Is the time equal to integer (0-23 military time) age($*) == integer Is the age of $* equal to integer MOBcommand argument_list MOBcommand argument_list ----------------------------------------------------------------------------- MPSTAT MPASOUND MPJUNK MPECHO MPMLOAD MPECHOAT MPOLOAD MPECHOAROUND MPKILL MPPURGE [argument] MPGOTO MPAT MPTRANSFER [location] MPFORCE MPDROP MPDEATHBLOW [MOB_PROG] Weather Types [MOB_PROG] Times of Day 0 Cloudless 0 Midnight 12 Noon 1 Cloudy 5 Sunrise 21 Sundown 2 Rainy 6 Day Break 22 Nightfall 3 Lightning =============================================================================== (OBJ.REF) --------- [OBJ] Types [OBJ] Extras LIGHT 1 a GLOW 1 SCROLL 2 b HUM 2 WAND 3 c DARK 4 STAFF 4 d LOCK 8 WEAPON 5 e EVIL 16 FIREWEAPON 6 f INVISIBLE 32 MISSILE 7 g MAGIC 64 TREASURE 8 h NODROP 128 ARMOR 9 i BLESS 256 POTION 10 j ANTI_GOOD 512 WORN 11 k ANTI_EVIL 1024 OTHER 12 l ANTI_NEUTRAL 2048 TRASH 13 m NO_RENT 4096 TRAP 14 n NO_DONATE 8192 CONTAINER 15 o NO_INVISIBLE 16384 NOTE 16 p LIMITED 32768 DRINKCON 17 q NO_REMOVE 65536 KEY 18 r DONATED 131072 FOOD 19 s POISONED 262144 MONEY 20 t ENCHANTED 524288 PEN 21 u CURSED 1048576 BOAT 22 v TWO_HANDED_WEAPON 2097152 FOUNTAIN 23 w ANTI_MAGIC_USER 4194304 MUTER 24 x ANTI_CLERIC 8388608 LOCKPICK 25 y ANTI_THIEF 16777216 TACK 26 z ANTI_WARRIOR 33554432 NARCOTIC 27 A GOD_ITEM 67108864 SCUBA 28 B HIDDEN 134217728 INSTRUMENT 29 (!IMP) C NO_DESTROY 268435456 D NO_HOUSE 536870912 E NO_LOCATE 1073741824 [OBJ] Wear Positions [OBJ] Modifiers TAKE 1 NONE 0 FINGER 2 STRENGTH 1 NECK 4 DEXTERITY 2 BODY 8 INTELLIGENCE 3 HEAD 16 WISDOM 4 LEGS 32 CONSTITUTION 5 FEET 64 SEX 6 (!USE) HANDS 128 CLASS 7 (!USE) ARMS 256 LEVEL 8 (!USE) SHIELD 512 AGE 9 ABOUT 1024 CHAR_WEIGHT 10 WAISTE 2048 CHAR_HEIGHT 11 WRIST 4096 MANA 12 WIELD 8192 HIT 13 HOLD 16384 MOVE 14 THROW 32768 GOLD 15 (!USE) FACE 65536 EXPERIENCE 16 (!USE) AC 17 [OBJ] Liquids ARMOR 17 HITROLL 18 WATER 0 DAMROLL 19 BEER 1 SAVING_PARALYSIS 20 WINE 2 SAVING_ROD 21 ALE 3 SAVING_PETRIFACTION 22 DARKALE 4 SAVING_BREATH 23 WHISKY 5 SAVING_SPELL 24 LEMONADE 6 DISPLACEMENT 25 (!USE) FIREBRT 7 SKILLS 26 (!USE) LOCALSPC 8 SLIME 9 [OBJ] Container Values MILK 10 TEA 11 CLOSEABLE 1 COFFEE 12 PICKPROOF 2 BLOOD 13 CLOSED 4 SALTWATER 14 LOCKED 8 CLEARWATER 15 WATER_OF_LIFE 16 =============================================================================== (OBJ_TYPE.REF) -------------- 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. A negative number will create an eternal light source. Value[3]: - ITEM_SCROLL (2) Value[0]: Level of the spell on the scroll. Value[1]: Which spell (see list somewhere around the end of file) Value[2]: Which spell Value[3]: Which spell The values(1-3) are three (or less) different spells, mixed 'on' the scroll. Unused spells should be set to -1. ITEM_WAND (3) Value[0]: Level of spell in wand. Value[1]: Max Charges (1..X) Value[2]: Charges Left Value[3]: Which spell in wand (see list somewhere around the end of file) ITEM_STAFF (4) Value[0]: Level of spell in staff. Value[1]: Max Charges (1..X) Value[2]: Charges Left Value[3]: Which spell in staff (see list somewhere around the end of file) ITEM_WEAPON (5) Value[0]: Not Used Value[1]: Number of dice to roll for damage Value[2]: Size of dice to roll for damage Value[3]: The weapon type. Type is one of: NUMBER CATEGORY Message type 2 : Slash "whip/whips" 3 : Slash "slash/slashes" 6 : Bludgeon "crush/crushes" 7 : Bludgeon "pound/pounds" 10 : Blast "blast/blasts" 11 : Pierce "pierce/pierces" 12 : Pierce "pierce/pierces" No Backstab New types can be added as needed. ITEM_FIREWEAPON (6) Value[0]: Fire Weapon Type (# of missiles that can be loaded) Value[1]: Number of dice to roll for damage Value[2]: Size of dice to roll for damage Value[3]: - ITEM_MISSILE (7) Value[0]: Missile Type Value[1]: Number of dice to roll for damage Value[2]: Size of dice to roll for damage Value[3]: - ITEM_TREASURE (8) Value[0]: - Value[1]: - Value[2]: - Value[3]: - ITEM_ARMOR (9) Value[0]: The effective AC. >0 enhances the armour class. <0 reduces the armour class (cursed armour for example). Value[1]: The amount at which the Armor can be repairable to. For example, if you set this value to 10 and the item becomes damaged it can be repaired up to 10 AC. Value[2]: - Value[3]: - ITEM_POTION (10) Value[0]: Level of the spell in the potion. Value[1]: Which spell (Listed elsewhere in this file) Value[2]: Which spell Value[3]: Which spell The values(1-3) are three (or less) different spells, mixed in the potion. Unused spells should be set to -1. Eg. Value 0 : 30 (Level) Value 1 : 27 (Harm) Value 2 : 17 (Curse) Value 3 : 4 (Blindness) (* Don't drink this - It's bad for your health! *) ITEM_WORN (11) Value[0]: - Value[1]: - 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]: Type of Trap 1 == Pit (makes player fall into a different room) 2 == Spiked Pit (makes player fall into a spiked pit) 3 == Anti-Magic Field 4 == Sleep Trap 5 == Teleport Trap 6 == Landmine Value[1]: if value[0]=1; Room Player falls to (Pit) if value[0]=2; Same as above (Spiked Pit) if value[0]=3; # of Charges <0 == Unlimited> (Anti-Magic Field) if value[0]=4; # of Charges <0 == Unlimited> (Sleep Trap) if value[0]=5; # of Charges <0 == Unlimited> (Teleport Trap) if value[0]=6; Number of Dice (d10) for Damage (Landmine) Value[2]: if value[0]=1; Length of Fall (Multiplier {higher the deadlier}) (Pit) Also, controls the %% of EQ dropped if value[0]=2; Same as above (Spiked Pit) if value[0]=3; N/A if value[0]=4; Duration of Sleep (in ticks) (Sleep Trap) if value[0]=5; N/A if value[0]=6; Strength of Blast (1-100 for AreaEffect) (Landmine) Value[3]: if value[0]=1; Escape Multiplier (higher the less likely to fall) (Pit) 0 == Automatically fall 10 == Probably won't fall if value[0]=2; Same as above (Spiked Trap) if value[0]=3; Escape Multiplier (Anti-Magic Field) if value[0]=4; Escape Multiplier (Sleep Trap) if value[0]=5; Escape Multiplier (Teleport Trap) if value[0]=6; Escape Multiplier (Landmine) ITEM_CONTAINER (15) Value[0]: Maximum weight the container can contain. Value[1]: Container flags: CLOSEABLE 1 PICKPROOF 2 CLOSED 4 LOCKED 8 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). Not yet used. Value[1]: - Value[2]: - Value[3]: - ITEM_DRINKCON (17) Value[0]: Maximum drink-units the drink-container can contain. Value[1]: Number of drink-units that are left in the container. Value[2]: The type of liquid in the drink-container, one of: Type nr. Effect 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/thirst are used per four "units" drunk. The values are expressed in HOURS! Example: Dragon empties a bottle (say 7 units) of saltwater. 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. The hours above are numbers between 0 and 24. 24 hours is maximum for drunkness/fullness/thirst. When hours are zero for any drunkness/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) Value[0]: The key-type. This value must match the lock-type the door that the key can open. Value[1]: Breaking Percentage if a positive number is put in here, that is the chance of breaking out of a hundred on each use. Putting in a value of 0 means it won't break for this reason Value[2]: Number of Uses (Charges) if its a postive number, then the key will break after that number of uses. If its 0, or a negative number, it will not break from this cause. Value[3]: - ITEM_FOOD (19) Value[0]: The number of hours, that this food will fill the stomach Value[1]: - Value[2]: - Value[3]: If this value is non-zero, the food is poisoned. ITEM_MONEY (20) Value[0]: The number of gold coins "in the pile of coins". Value[1]: - Value[2]: - Value[3]: - ITEM_PEN (21) Value[0]: - Value[1]: - Value[2]: - Value[3]: - ITEM_BOAT (22) Value[0]: - Value[1]: - Value[2]: - Value[3]: - ITEM_FOUNTAIN (23) Value[0]: Maximum drink-units the drink-container can contain. Value[1]: Number of drink-units that are left in the container. Value[2]: The type of liquid in the drink-container; definitions are the same as for ITEM_DRINKCON. Value[3]: Drink is posioned if non-zero. ITEM_MUTER (24) Value[0]: - Value[1]: - Value[2]: - Value[3]: - ITEM_LOCKPICK (25) Value[0]: Amount it will increase skill at lock picking when help (0 - 100) Value[1]: Breaking Percentage if a positive number is put in here, that is the chance of breaking out of a hundred percent on each use. Putting in a value of 0 means it won't break for this reason. Value[2]: Number of Uses (Charges) if its a postive number, then the lock pick will break after that number of uses. If its 0, or a negative number, it will not break from this cause. Value[3]: - ITEM_TACK (26) Value[0]: Bonus to Mount Skill Value[1]: Bonus to Ride Skill Value[2]: Bonus to Joust Skill Value[3]: - Notes: ITEM_TACK only works on Hands/Feet or Face/Body. The Rider will gain a Bonus if the OBJect is worn on the rider's Hands or Feet. Or the Rider will gain a Bonus if the Mount wears the OBJect on it's Body or Face. All other Wear Positions will NOT give Bonuses. ITEM_NARCOTIC (27) Value[0]: - Value[1]: - Value[2]: - Value[3]: - ITEM_SCUBA (28) Value[0]: - Value[1]: - Value[2]: Number of hours it can be used for. Zero hours means the Scuba Gear has no more air. A negative number will make the Scuba Gear never run out of air. Value[3]: - ITEM_INSTRUMENT (29) Value[0]: Max Uses Value[1]: Breaking % Value[2]: Group Set # Value[3]: Spell # =============================================================================== (SPEC_ATT.REF) -------------- [MOB] Special Attacks 1 Acid Breath (Affects Worn OBJ_TYPE_ARMOR Only) Strength Affects Who What Equipment 1- 50 Random Player One Object per Attack 51-100 Random Player All Objects on Player 101-150 All Players One Object per Player 151-200 All Players All Objects on All Players For 101-200 STR; Chance of attempting breath is as follows: 50+(str_level-100) == Chance 2 Fire Breath (Affects Worn/Inventory POTIONS, SCROLLS, WANDS, STAVES) Strength Affects Who What Equipment 1- 50 Random Player One Object per Attack 51-100 All Players One Object per Attack 3 Frost Breath (Affects Worn/Inventory POTIONS, FOOD, DRINK_CONTAINERS) Strength Affects Who What Equipment 1- 50 Random Player One Object per Attack 51-100 All Players One Object per Attack 4 EQ Destruction (Affects Worn EQ Only) Strength Affects Who What Equipment 1- 50 Victim Only One Object per Attack 51-100 Victim Only All Objects on Victim 5 Lightning Breath (Affects Worn/Inventory LIGHTS, TREASURES, KEYS, BOATS, LOCKPICKS) Strength Affects Who What Equipment 1- 50 Random Player One Object per Attack 51-100 All Players One Object per Attack NOTE: Random Player means that it will attempt to use the special attack against any player in the room that is fighting the mobile. All Players means that it will attempt to use the special attack against all the players in the room that are fighting the mobile. [MOB] Special Attacks: Display Messages 1) Message displayed to other characters in the room when victim is hit by Special Attack. 2) Message displayed to other characters in the room when the victim makes a save for half damage against the Special Attack. 3) Message displayed to other characters in the room when victim's eq is destroyed by Special Attack. NOTE: The Special Attack Display Messages are only used in cases 1-3, and 5. Case 4 (Eq Destroying) does not use the user defined Attack Messages. Even though, in Case 4 you must include the 3 ~'s. [MOB] Special Attacks: Syntax Comes directly after Multiple Attacks in .MOB file. S <% chance> ~ ~ ~ Sample: S 2 30 30 $n melts $N as $e breaths fire on $S.~ $N dodges $n's fireball.~ $N loses $p as it melts from $n's fireball.~ All normal $ variables can be used. $n == actor short description $N == victim name $o == object name $p == object short description $a == object (a or an) ...etc... =============================================================================== (SPELLS.REF) ------------ [OBJ] Spells POTION STAFF 1 ARMOR 1 ARMOR 2 TELEPORT 2 TELEPORT 3 BLESS 3 BLESS 4 BLINDNESS 4 BLINDNESS 6 CALL LIGHTNING 6 CALL LIGHTNING 14 CURE BLINDNESS 7 CHARM PERSON 15 CURE CRITICAL 14 CURE BLINDNESS 16 CURE LIGHT 15 CURE CRITICAL 17 CURSE 16 CURE LIGHT 18 DETECT EVIL 17 CURSE 19 DETECT INVISIBLE 18 DETECT EVIL 20 DETECT MAGIC 19 DETECT INVISIBLE 21 DETECT POISON 20 DETECT MAGIC 22 DISPEL EVIL 22 DISPEL EVIL 25 ENERGY DRAIN 23 EARTHQUAKE 27 HARM 25 ENERGY DRAIN 28 HEAL 27 HARM 29 INVISIBILITY 28 HEAL 33 POISON 29 INVISIBILITY 34 PROTECTION FROM EVIL 33 POISON 35 REMOVE CURSE 34 PROTECTION FROM EVIL 36 SANCTUARY 35 REMOVE CURSE 38 SLEEP 36 SANCTUARY 39 STRENGTH 38 SLEEP 42 WORD OF RECALL 39 STRENGTH 43 REMOVE POISON 42 WORD OF RECALL 44 SENSE LIFE 43 REMOVE POISON 55 FEAR 44 SENSE LIFE 61 AIR SHIELD 55 FEAR 66 FULL HEAL 61 AIR SHIELD 67 GUST OF WIND (REVITALIZE) 65 MASS SANCTUARY 68 BARKSKIN 66 FULL HEAL 69 DETECT GOOD 67 GUST OF WIND (REVITALIZE) 70 MASS RECALL 68 BARKSKIN 71 MASS TELEPORT 69 DETECT GOOD 74 WALK ON WATER 70 MASS RECALL 76 STONE 71 MASS TELEPORT 82 PARALYZE 72 ICE BLAST 84 HASTE 73 ICE STORM 88 REGENERATE (FAST GAIN) 74 WALK ON WATER 94 FAERIE FIRE 82 PARALYZE 97 WEB 83 PEACE 124 DISPEL MAGIC 84 HASTE 127 RESIST COLD 88 REGENERATE (FAST GAIN) 128 RESIST HEAT 94 FAERIE FIRE 132 FLY 97 WEB 136 ABEL PROTECTION 123 AURA BLAST 138 PLANT DOOR 127 RESIST COLD 139 SILENCE 128 RESIST HEAT 142 DISPLACEMENT (MIRROR IMAGE) 132 FLY 149 FLESH TO STONE 134 SUNRAY 150 STONE TO FLESH 135 GROUP HEAL 152 SLOW 136 ABEL PROTECTION 155 FEEBLEMIND 138 PLANT DOOR 156 WEAKEN 139 SILENCE 157 POLYMORPH SELF 142 DISPLACEMENT (MIRROR IMAGE) 162 FORTIFY 156 WEAKEN 163 BLUR 164 CURE DISEASE 164 CURE DISEASE 166 CLOAK OF COLD 166 CLOAK OF COLD 167 FLAME SHROUD 167 FLAME SHROUD 169 DARKNESS 171 NIGHTVISION 170 LIGHT 183 TRUESIGHT 171 NIGHTVISION 188 PROTECTION FROM GOOD 183 TRUESIGHT 189 AURA OF FEAR 188 PROTECTION FROM GOOD 197 AID 189 AURA OF FEAR 199 CHARM ANIMAL 197 AID 201 CHARM PLANT 199 CHARM ANIMAL 207 GROUP INVISIBILITY 201 CHARM PLANT 208 IMPROVED INVISIBILITY 204 FLAME STRIKE 220 ENLIGHTEN 207 GROUP INVISIBILITY 221 EMPOWER 217 CHARM MONSTER 231 AQUALUNG 220 ENLIGHTEN SCROLL WAND 1 ARMOR 1 ARMOR 2 TELEPORT 2 TELEPORT 3 BLESS 3 BLESS 4 BLINDNESS 4 BLINDNESS 6 CALL LIGHTNING 7 CHARM PERSON 7 CHARM PERSON 10 COLOUR SPRAY 10 COLOUR SPRAY 22 DISPEL EVIL 12 CREATE FOOD 25 ENERGY DRAIN 15 CURE CRITICAL 26 FIREBALL 17 CURSE 27 HARM 21 DETECT POISON 28 HEAL 22 DISPEL EVIL 29 INVISIBILITY 23 EARTHQUAKE 30 LIGHTNING BOLT 24 ENCHANT WEAPON 32 MAGIC MISSILE 25 ENERGY DRAIN 34 PROTECTION FROM EVIL 26 FIREBALL 36 SANCTUARY 29 INVISIBILITY 38 SLEEP 30 LIGHTNING BOLT 39 STRENGTH 32 MAGIC MISSILE 42 WORD OF RECALL 34 PROTECTION FROM EVIL 43 REMOVE POISON 35 REMOVE CURSE 54 ANIMATE DEAD 36 SANCTUARY 55 FEAR 38 SLEEP 61 AIR SHIELD 39 STRENGTH 66 FULL HEAL 42 WORD OF RECALL 67 GUST OF WIND (REVITALIZE) 53 IDENTIFY 68 BARKSKIN 54 ANIMATE DEAD 72 ICE BLAST 55 FEAR 73 ICE STORM 61 AIR SHIELD 74 WALK ON WATER 65 MASS SANCTUARY 76 STONE 68 BARKSKIN 82 PARALYZE 70 MASS RECALL 84 HASTE 71 MASS TELEPORT 88 REGENERATE (FAST GAIN) 72 ICE BLAST 94 FAERIE FIRE 73 ICE STORM 97 WEB 74 WALK ON WATER 122 CONJURE ELEMENTAL 76 STONE 123 AURA BLAST 82 PARALYZE 124 DISPEL MAGIC 84 HASTE 127 RESIST COLD 88 REGENERATE (FAST GAIN) 128 RESIST HEAT 94 FAERIE FIRE 132 FLY 97 WEB 133 RECHARGE 98 ENCHANT ARMOR 134 SUNRAY 122 CONJURE ELEMENTAL 135 GROUP HEAL 124 DISPEL MAGIC 136 ABEL PROTECTION 127 RESIST COLD 138 PLANT DOOR 128 RESIST HEAT 139 SILENCE 131 RELOCATE 142 DISPLACEMENT (MIRROR IMAGE) 132 FLY 151 TELEPORT AWAY 133 RECHARGE 152 SLOW 134 SUNRAY 155 FEEBLEMIND 135 GROUP HEAL 156 WEAKEN 136 ABEL PROTECTION 159 FORCE BOLT 138 PLANT DOOR 162 FORTIFY 139 SILENCE 163 BLUR 142 DISPLACEMENT (MIRROR IMAGE) 164 CURE DISEASE 155 FEEBLEMIND 168 BIND 156 WEAKEN 171 NIGHTVISION 159 FORCE BOLT 183 TRUESIGHT 164 CURE DISEASE 188 PROTECTION FROM GOOD 166 CLOAK OF COLD 189 AURA OF FEAR 167 FLAME SHROUD 197 AID 168 BIND 199 CHARM ANIMAL 169 DARKNESS 201 CHARM PLANT 170 LIGHT 207 GROUP INVISIBILITY 171 NIGHTVISION 210 MAGICAL VESTMENT 183 TRUESIGHT 217 CHARM MONSTER 188 PROTECTION FROM GOOD 220 ENLIGHTEN 189 AURA OF FEAR 221 EMPOWER 197 AID 199 CHARM ANIMAL 201 CHARM PLANT 207 GROUP INVISIBILITY 217 CHARM MONSTER 220 ENLIGHTEN 225 RAISE DEAD Cast 1 ARMOR 2 TELEPORT 3 BLESS 4 BLINDNESS 5 BURNING HANDS 6 CALL LIGHTNING 7 CHARM PERSON 8 CHILL TOUCH 9 CLONE 10 COLOUR SPRAY 11 CONTROL WEATHER 12 CREATE FOOD 13 CREATE WATER 14 CURE BLIND 15 CURE CRITICAL 16 CURE LIGHT 17 CURSE 18 DETECT EVIL 19 DETECT INVISIBLE 20 DETECT MAGIC 21 DETECT POISON 22 DISPEL EVIL 23 EARTHQUAKE 24 ENCHANT WEAPON 25 ENERGY DRAIN 26 FIREBALL 27 HARM 28 HEAL 29 INVISIBILITY 30 LIGHTNING BOLT 31 LOCATE OBJECT 32 MAGIC MISSILE 33 POISON 34 PROTECTION FROM EVIL 35 REMOVE CURSE 36 SANCTUARY 37 SHOCKING GRASP 38 SLEEP 39 STRENGTH 40 SUMMON 41 VENTRILOQUATE 42 WORD OF RECALL 43 REMOVE POISON 44 SENSE LIFE 53 IDENTIFY 54 ANIMATE DEAD 55 FEAR 56 FIRE BREATH (MOB spec) 57 GAS BREATH (MOB spec) 58 FROST BREATH (MOB spec) 59 ACID BREATH (MOB spec) 60 LIGHTNING BREATH (MOB spec) 61 AIR SHIELD 63 WATER OF LIFE 64 METEOR SWARM 65 MASS SANCTUARY 66 FULL HEAL 67 GUST OF WIND (REVITALIZE) 68 BARKSKIN 69 DETECT GOOD 70 MASS RECALL 71 MASS TELEPORT 72 ICE BLAST 73 ICE STORM 74 WALK ON WATER 76 STONE 77 (empty) 78 TIDAL WAVE (MOB spec) 82 PARALYZE 83 PEACE 84 HASTE 88 REGENERATE (FAST GAIN) 92 METEOR BLAST 93 SLAP 94 FAERIE FIRE 97 WEB 98 ENCHANT ARMOR 99 TELEPORT BEHIND 111- 119 (empty) 122 CONJURE ELEMENTAL 123 AURA BLAST 124 DISPEL MAGIC 127 RESIST COLD 128 RESIST HEAT 131 RELOCATE 132 FLY 133 RECHARGE 134 SUNRAY 135 GROUP HEAL 136 ABEL PROTECTION 138 PLANT DOOR 139 SILENCE 140 CHAIN LIGHTNING 141 DEATH STARE 142 MIRROR IMAGE 146 SPECTRAL FORM 149 FLESH TO STONE 150 STONE TO FLESH 151 TELEPORT AWAY 152 SLOW 155 FEEBLEMIND 156 WEAKEN 157 POLYMORPH SELF 158 POLYMORPH OTHER 159 FORCE BOLT 162 FORTIFY 163 BLUR 164 CURE DISEASE 165 SUPERNOVA 166 CLOAK OF COLD 167 FLAME SHROUD 168 BIND 169 DARKNESS 170 LIGHT 171 NIGHTVISION 183 TRUESIGHT 188 PROTECTION FROM GOOD 189 AURA OF FEAR 190 BLADE BARRIER 191 WALL OF FORCE 192 DOME OF PROTECTION 193 MYSTIC WALL 194 MAGIC DOOR 195 WARD OF PROTECTION 197 AID 199 CHARM ANIMAL 200 TURN UNDEAD 201 CHARM PLANT 203 SUMMON CORPSE 204 FLAME STRIKE 205 AREA SPELL CONTROL (?) 206 WIZARDS EYE 207 GROUP INVISIBILITY 208 IMPROVED INVISIBILITY 210 MAGICAL VESTMENT 217 CHARM MONSTER 218 BEWITCHING AURA 220 ENLIGHTEN 221 EMPOWER 222 GROUP EMPOWER 223 DAMNATION 224 AID FROM BATS 225 RAISE DEAD 227 SCRY 228 MAGICAL DAGGER 229 BLADE STORM 231 AQUALUNG =============================================================================== (SPELLS_A.REF) -------------- [OBJ] Spells (alternate listing) Spell Potion Scroll Wand Staff Cast Spec 1 ARMOR Y Y Y Y Y - 2 TELEPORT Y Y Y Y Y - 3 BLESS Y Y Y Y Y - 4 BLINDNESS Y Y Y Y Y - 5 BURNING HANDS - - - - Y - 6 CALL LIGHTNING Y Y - Y Y - 7 CHARM PERSON - Y Y Y Y - 8 CHILL TOUCH - - - - Y - 9 CLONE - - - - Y - 10 COLOUR SPRAY - Y Y - Y - 11 CONTROL WEATHER - - - - Y - 12 CREATE FOOD - Y - - Y - 13 CREATE WATER - - - - Y - 14 CURE BLINDNESS Y - - Y Y - 15 CURE CRITICAL Y Y - Y Y - 16 CURE LIGHT Y - - Y Y - 17 CURSE Y Y - Y Y - 18 DETECT EVIL Y - - Y Y - 19 DETECT INVISIBLE Y - - Y Y - 20 DETECT MAGIC Y - - Y Y - 21 DETECT POISON Y Y - Y - 22 DISPEL EVIL Y Y Y Y Y - 23 EARTHQUAKE - Y - Y Y - 24 ENCHANT WEAPON - Y - - Y - 25 ENERGY DRAIN Y Y Y Y Y - 26 FIREBALL - Y Y - Y - 27 HARM Y - Y Y Y - 28 HEAL Y - Y Y Y - 29 INVISIBILITY Y Y Y Y Y - 30 LIGHTNING BOLT - Y Y - Y - 31 LOCATE OBJECT - - - - Y - 32 MAGIC MISSILE - Y Y - Y - 33 POISON Y - - Y Y - 34 PROTECTION FROM EVIL Y Y Y Y Y - 35 REMOVE CURSE Y Y - Y Y - 36 SANCTUARY Y Y Y Y Y - 37 SHOCKING GRASP - - - - Y - 38 SLEEP Y Y Y Y Y - 39 STRENGTH Y Y Y Y Y - 40 SUMMON - - - - Y - 41 VENTRILOQUATE - - - - Y - 42 WORD OF RECALL Y Y Y Y Y - 43 REMOVE POISON Y - Y Y Y - 44 SENSE LIFE Y - - Y Y - 53 IDENTIFY - Y - - Y - 54 ANIMATE DEAD - Y Y - Y - 55 FEAR Y Y Y Y Y - 56 FIRE BREATH - - - - - Y 57 GAS BREATH - - - - - Y 58 FROST BREATH - - - - - Y 59 ACID BREATH - - - - - Y 60 LIGHTNING BREATH - - - - - Y 61 AIR SHIELD Y Y Y Y Y - 63 WATER OF LIFE - - - - Y - 64 METEOR SWARM - - - - Y - 65 MASS SANCTUARY - Y - Y Y - 66 FULL HEAL Y - Y Y Y - 67 GUST OF WIND (REVITALIZE) Y - Y Y Y - 68 BARKSKIN Y Y Y Y Y - 69 DETECT GOOD Y - - Y Y - 70 MASS RECALL Y Y - Y Y - 71 MASS TELEPORT Y Y - Y Y - 72 ICE BLAST - Y Y Y Y - 73 ICE STORM - Y Y Y Y - 74 WALK ON WATER Y Y Y Y Y - 76 STONE Y Y Y - Y - 77 (empty) ? ? ? ? ? ? 78 TIDAL WAVE - - - - - Y 82 PARALYZE Y Y Y Y Y - 83 PEACE - - - Y Y - 84 HASTE Y Y Y Y Y - 88 REGENERATE (FAST GAIN) Y Y Y Y Y - 92 METEOR BLAST - - - - Y - 93 SLAP - - - - Y - 94 FAERIE FIRE Y Y Y Y Y - 97 WEB Y Y Y Y Y - 98 ENCHANT ARMOR - Y - - Y - 99 TELEPORT BEHIND - - - - Y - 111-119 (empty) ? ? ? ? ? ? 122 CONJURE ELEMENTAL - Y Y - Y - 123 AURA BLAST - - Y Y Y - 124 DISPEL MAGIC Y Y Y - Y - 127 RESIST COLD Y Y Y Y Y - 128 RESIST HEAT Y Y Y Y Y - 131 RELOCATE - Y - - Y - 132 FLY Y Y Y Y Y - 133 RECHARGE - Y Y - Y - 134 SUNRAY - Y Y Y Y - 135 GROUP HEAL - Y Y Y Y - 136 ABEL PROTECTION Y Y Y Y Y - 138 PLANT DOOR Y Y Y Y Y - 139 SILENCE Y Y Y Y Y - 140 CHAIN LIGHTNING - - - - Y - 141 DEATH STARE - - - - Y - 142 DISPLACEMENT (MIRROR IMAGE) Y Y Y Y Y - 146 SPECTRAL FORM - - - - Y - 149 FLESH TO STONE Y - - - Y - 150 STONE TO FLESH Y - - - Y - 151 TELEPORT AWAY - - Y - Y - 152 SLOW Y - Y - Y - 155 FEEBLEMIND Y Y Y - Y - 156 WEAKEN Y Y Y Y Y - 157 POLYMORPH SELF Y - - - Y - 158 POLYMORPH OTHER - - - - Y - 159 FORCE BOLT - Y Y - Y - 162 FORTIFY Y - Y - Y - 163 BLUR Y - Y - Y - 164 CURE DISEASE Y Y Y Y Y - 165 SUPERNOVA - - - - Y - 166 CLOAK OF COLD Y Y - Y Y - 167 FLAME SHROUD Y Y - Y Y - 168 BIND - Y Y - Y - 169 DARKNESS - Y - Y Y - 170 LIGHT - Y - Y Y - 171 NIGHTVISION Y Y Y Y Y - 183 TRUESIGHT Y Y Y Y Y - 188 PROTECTION FROM GOOD Y Y Y Y Y - 189 AURA OF FEAR Y Y Y Y Y - 190 BLADE BARRIER - - - - Y - 191 WALL OF FORCE - - - - Y - 192 DOME OF PROTECTION - - - - Y - 193 MYSTIC WALL - - - - Y - 194 MAGIC DOOR - - - - Y - 195 WARD OF PROTECTION - - - - Y - 197 AID Y Y Y Y Y - 199 CHARM ANIMAL Y Y Y Y Y - 200 TURN UNDEAD - - - - Y - 201 CHARM PLANT Y Y Y Y Y - 203 SUMMON CORPSE - - - - Y - 204 FLAME STRIKE - - - Y Y - 205 AREA SPELL CONTROL ? ? ? ? ? ? 206 WIZARDS EYE - - - - Y - 207 GROUP INVISIBILITY Y Y Y Y Y - 208 IMPROVED INVISIBILITY Y - - - Y - 210 MAGICAL VESTMENT - - Y - Y - 217 CHARM MONSTER - Y Y Y Y - 218 BEWITCHING AURA - - - - Y - 220 ENLIGHTEN Y Y Y Y Y - 221 EMPOWER Y - Y - Y - 222 GROUP EMPOWER - - - - Y - 223 DAMNATION - - - - Y - 224 AID FROM BATS - - - - Y - 225 RAISE DEAD - Y - - Y - 227 SCRY 228 MAGICAL DAGGER 229 BLADE STORM 231 AQUALUNG Y - - - Y - =============================================================================== (WEIGHTS.REF) ------------- [OBJ] Weapons & Carrying Capacity [OBJ] Weapon Types STR Max. Weight. Capacity # Category Message Types --- ------------ -------- 0 Whip 0 0 0 1 Whip 1 1 3 2 Slash whip/whips 2 2 3 3 Slash slash/slashes 3 3 10 4 Crush 4 4 25 5 Crush 5 5 55 6 Bludgeon crush/crushes 6 6 80 7 Bludgeon pound/pounds 7 7 90 8 Blast 8 8 100 9 Blast 9 9 100 10 Blast blast/blasts 10 10 115 11 Pierce pierce/pierces 11 11 115 12 No_BS_Pierce pierce/pierces 12 12 140 13 13 140 [OBJ] Fire Weapon Types 14 14 170 15 15 170 ????? 16 16 195 17 18 220 [OBJ] Missile Types 18 20 255 18/01..50 22 280 ????? 18/51..75 24 305 18/76..90 26 330 18/91..99 28 380 18/100 30 480 [OBJ] Armor Weights & Class Capacities STR Needed Monk(*) Mage Thief Cleric Ranger(*) Warrior 0 5 10 40 65 75 100 1 6 11 41 66 76 101 2 7 12 42 67 77 102 3 8 13 43 68 78 103 4 9 14 44 69 79 104 5 10 15 45 70 80 105 6 11 16 46 71 81 106 7 12 17 47 72 82 107 8 13 18 48 73 83 108 9 14 19 49 74 84 109 10 15 20 50 75 85 110 11 16 21 51 76 86 111 12 17 22 52 77 87 112 13 18 23 53 78 88 113 14 19 24 54 79 89 114 15 20 25 55 80 90 115 16 21 26 56 81 91 116 17 22 27 57 82 92 117 18 23 28 58 83 93 118 18/10 25 30 60 85 95 120 18/20 27 32 62 87 97 122 18/30 29 34 64 89 99 124 18/40 31 36 66 91 101 126 18/50 33 38 68 93 103 128 18/60 35 40 70 95 105 130 18/70 37 42 72 97 107 132 18/80 39 44 74 99 109 134 18/90 41 46 76 101 111 136 18/100 43 48 78 103 113 138 =============================================================================== (WLD.REF) --------- [WLD] Room Flags [WLD] Sector Types a DARK 1 INSIDE 0 b DEATH 2 CITY 1 c NO_MOB 4 FIELD 2 d INDOORS 8 FOREST 3 e HOSTILE 16 HILLS 4 f NO_RECALL 32 MOUNTAIN 5 g NO_SUMMON 64 WATER_SWIM 6 h NO_MAGIC 128 WATER_NOSWIM 7 i TUNNEL 256 UNDERWATER 8 j PRIVATE 512 UNDERWATER_DEEP 9 k GODROOM 1024 AIR 10 (!IMP) l BFS_MARK 2048 (!USE) m NO_CAMP 4096 [WLD] Door Flags n HOT 8192 o COLD 16384 0 NO DOOR 0 p TRAVEL_POINT 32768 (!IMP) a IS DOOR 1 q NO_KILL 65536 b PICKPROOF 2 r NO_TRACK 131072 c MEDIUM PICK 4 s NO_EXIT 262144 d HARD PICK 8 t NO_ENTER 524288 e SECRET 16 f CLOSED 32 (!USE) g OPEN 64 (!USE) h NO PEEK 128 i NO FLEE 256 =============================================================================== (ZON.REF) --------- [ZON] Reset Modes [ZON] Wear Positions 0 No Reset LIGHT 0 1 Reset when Empty FINGER_RIGHT 1 2 Always Reset FINGER_LEFT 2 NECK_1 3 NECK_2 4 M == Load MOBile BODY 5 M HEAD 6 LEGS 7 FEET 8 O == Load OBJect HANDS 9 O ARMS 10 SHIELD 11 ABOUT 12 G == Give OBJect > MOBile WAISTE 13 G WRIST_RIGHT 14 WRIST_LEFT 15 WIELD 16 E == Equip MOBile with OBJect HOLD 17 E FACE 18 P == Put OBJect in OBJect P D == Set Door state D 0 = Open 1 = Closed 2 = Closed and Locked R == Remove OBJect from Room R F == Remove MOBile from Room F =============================================================================== [ Complete Builders Formula Reference for StrangeMUD ] by Iggy (FORMULA.MOB) ------------- [MOB] 'L'azy MOBile Format # ~ ~ ~ ~ L {MOBile Programs(optional)} M {Multiple Attacks(optional)} S {Special Attacks(optional)} ~ ~ ~ W {Switching(optional)} ~ R {Races(optional)} [END] Information At the very end of the .MOB file the following must be added: #99999 $~ ----------------------------------------------------------------------------- [MOB] 'S'imple MOBile Format # ~ ~ ~ ~ S {MOBile Programs(optional)} M {Multiple Attacks(optional)} S {Special Attacks(optional)} ~ ~ ~ W {Switching(optional)} ~ R {Races(optional)} [END] Information At the very end of the .MOB file the following must be added: #99999 $~ ----------------------------------------------------------------------------- [MOB] 'D'etailed MOBile Format # ~ ~ ~ ~ D {MOBile Programs(optional)} M {Multiple Attacks(optional)} S {Special Attacks(optional)} ~ ~ ~ W {Switching(optional)} ~ R {Races(optional)} [END] Information At the very end of the .MOB file the following must be added: #99999 $~ =============================================================================== (FORMULA.OBJ) ------------- [OBJ] Formula # ~ ~ ~ ~ {extra descriptions(optional)} E ~ ~ "Any new extra descriptions must begin with the 'E'...There is no real limit on extra descriptions, save memory requirements." {Affection flags(optional) *2 max affections possible*} A {Limited values(optional >if Limited Flagged)} L P [END] Information At the very end of the .OBJ file the following must be added: #99999 $~ =============================================================================== (FORMULA.WLD) ------------- [WLD] Formula # ~ ~ {direction fields(optional)} D ~ {door keyword(s) == (if door)}~ "There is a maximum of six exits per room(of course); Each direction may appear only once." {extra description(s)(optional)} E ~ ~ "Any new extra descriptions must begin with the 'E'...There is no real limit on extra descriptions, save memory requirements." S [END] Information At the very end of the .WLD file the following must be added: #99999 $~ =============================================================================== (FORMULA.ZON) ------------- [ZON] Formula # ~ {command(s) table == this is where you place objects and mobiles into the world (commands shown below)} S #99999 $~ [ZON] Commands D E F G M O P R D == Door State E == Equip MOBile F == Remove MOBile from Room G == Give OBJect to MOBile M == Load MOBile O == Load OBJect P == Put OBJect(1) in OBJect(2) R == Remove OBJect from Room =============================================================================== [ Complete Builders Sample Reference for StrangeMUD ] by Iggy (SAMPLE.MOB) ------------ [MOB] 'L'azy MOBile Sample #3000 Puff dragon~ Puff the Magic Dragon~ Puff the Magic Dragon is smoking a cigar here. ~ Puff has a huge cigar in his mouth. He is blowing smoke rings directly into your face. ~ begn hkz 1000 L 50 10000 5600000 8 8 1 >all_greet_prog 50~ if isimmort($n) or isnpc($n) break else MPECHOAT $n $I greets you with a smile and blows smoke in your face. MPECHOAROUND $n $I greets $n with a smile and blows smoke in $s face. endif ~ | M 3 75 0 S 2 15 10 $n breathes fire and smoke rings all over $N.~ $n breathes a smoke ring at $N.~ $p goes up in smoke as $n breathes fire on $N.~ W 10 $n bumps heads with $N.~ #99999 $~ ----------------------------------------------------------------------------- [MOB] 'S'imple MOBile Sample #3000 Puff dragon~ Puff the Magic Dragon~ Puff the Magic Dragon is smoking a cigar here. ~ Puff has a huge cigar in his mouth. He is blowing smoke rings directly into your face. ~ begn hkz 1000 S 50 0 -10 16d22+6600 6d10+18 10000 5600000 8 8 1 >all_greet_prog 50~ if isimmort($n) or isnpc($n) break else MPECHOAT $n $I greets you with a smile and blows smoke in your face. MPECHOAROUND $n $I greets $n with a smile and blows smoke in $s face. endif ~ | M 3 75 0 S 2 15 10 $n breathes fire and smoke rings all over $N.~ $n breathes a smoke ring at $N.~ $p goes up in smoke as $n breathes fire on $N.~ W 10 $n bumps heads with $N.~ #99999 $~ ----------------------------------------------------------------------------- [MOB] 'D'etailed MOBile Sample #3000 Puff dragon~ Puff the Magic Dragon~ Puff the Magic Dragon is smoking a cigar here. ~ Puff has a huge cigar in his mouth. He is blowing smoke rings directly into your face. ~ begn hkz 1000 D 50 0 -10 16d22+6600 6d10+18 500 600 0 500 750 10000 5600000 8 8 1 11 18 15 11 11 30 30 30 4 30 >all_greet_prog 50~ if isimmort($n) or isnpc($n) break else MPECHOAT $n $I greets you with a smile and blows smoke in your face. MPECHOAROUND $n $I greets $n with a smile and blows smoke in $s face. endif ~ | M 3 75 0 S 2 15 10 $n breathes fire and smoke rings all over $N.~ $n breathes a smoke ring at $N.~ $p goes up in smoke as $n breathes fire on $N.~ W 10 $n bumps heads with $N.~ #99999 $~ =============================================================================== (SAMPLE.OBJ) ------------ [OBJ] OBJect Sample #3000 cigar~ a cigar~ A thick, smelly cigar is lying on the floor here.~ ~ 12 ap 16385 0 0 0 0 1 100 10 E cigar~ You can smell it a mile away. It is still burning brightly at one end. ~ A 4 2 A 23 3 L 10 50 P 128 #99999 $~ =============================================================================== (SAMPLE.WLD) ------------ [WLD] WorLD Sample #3000 Puff's Alcove~ You are in a huge cavern. This cavern appears to be the lair of a very large dragon. There are piles upon piles of jewels, gold pieces and other treasures lying all around the lair. ~ 30 adfm 1 D0 A huge gaping hole in the wall exits out into the forest. ~ ~ 0 0 3001 E treasures gold jewels~ The gold and jewels glitter brightly. Your temptation to take the treasure and run is overwhelming. ~ S #99999 $~ =============================================================================== (SAMPLE.ZON) ------------ [ZON] ZONe Sample #30 Puff's Alcove~ 3099 30 2 * M 0 3000 1 3000 (mob) Puff the Magic Dragon E 1 3000 1 17 (hold) a cigar * S #99999 $~ ===============================================================================