Here's how an object is formatted:
Note that everything listed under [level] [weight] [cost] [condition] is optional, but in the case of the extended object descriptions, highly recommended. >:) You also might consult the hints for creating objects section at the end of this document.
Below is an example of an object we'll use throughout this document. It is a part of Shamrock's Cafe, found at the end of the builder's docs:
#28 floatstone stone rock luminescent light object~ a luminescent floatstone~ A small, glowing rock floats here.~ stone~ light AGY APz 0 0 -1 0 0 10 1 2500 P A 2 3 A 28 3 A 17 -5 E floatstone stone rock luminescent light object~ The floatstone is rounded and smooth, an irregular ball-shaped rock that fits just in the palm of a man's hand. The stone glows a bright, yellowish green, neither burning nor heated, and never loses its intensity, even in the presense of other bright lights. ~
Here's the breakdown of the object format:
The vnum is the number used to reference your object. There may only be one object of any given vnum at one time. (See our discussion of vnums in the introduction to the #AREAS area header.)
name list~This is the list of names by which a player may reference the object. In the example of the floatstone given above, the names list is this:
floatstone stone rock luminescent light object~
Do not forget to put a tilde (~) at the end of the list.
short description~This is the short description of the object. Players see it when they use, pick up or wear the object. Examples include: a luminescent floatstone, a short sword named 'Nightbringer', a scale mail coif, etc. The first letter of this line short be lowercase ("a luminescent floatstone", not "A luminescent floatstone"), unless the object has a proper name (e.g., "Excalibur", not "excalibur"). Do not forget to put a tilde (~) at the end of the line.
long description~This is the description players see when the object is on the ground. To use the example above:
A small, glowing rock floats here.~
The first letter of the long description should be an uppercase letter (e.g. "M", not "m"). Do not forget to put a tilde (~) at the end of the line.
material~This is the substance from which the object is mostly composed, for example, a sword might have material steel~, and a cloak might have material wool~. Dawn of the Ages offers an extensive list of materials which you can use. If you must define a new material type in your area, go ahead, but please make a note of this to the person to whom you submit the area. You will find the list of material types already defined on Dawn here. Don't forget to end the material type with a tilde (~).
[item type] [extra flags] [wear flags]Item type determines what kind of object you are creating. Many of the item types have no practical purpose aside from determining the shops at which players may sell their goods. For example, a jeweler might buy only jewelry, not gems or treasure. Below we list the item types used by Dawn. An asterisk (*) beside the name of the item type indicates the item has special values, examples of which can be found here.
Item Types | ||
armor* | boat | buckler* |
clothing | container* | drink* |
food* | fountain* | furniture* |
gem | instrument* | jewelry |
key | light* | map |
money* | pill* | portal* |
potion* | ring* | scroll* |
sheath* | staff* | trash |
treasure | trophy | wand* |
warp_stone | weapon* |
Extra flags provide visual effects and control how players may use the object. Click here to view the table of extra flags that you may use on Dawn. The floatstone above has extra flags of AGY, meaning it is a glowing, magic light that is burn-proof.
Wear flags determine where an object may be worn. Note that if you want a player to be able to pick up the object you should flag it "A" (for "take") in addition to any other wear flags. Leaving off the "take" flag but flagging the object wearable will make it impossible for a player to pick up the object should the player drop it. So, for example, if you wish to make a ring that can be picked up and worn on the finger you need to flag the ring "AB". Note that items cannot have multiple wear locations ("take" does not count as a wear location -- it only determines if the item can be picked up).
A | take | K | aboutbody |
B | finger | L | waist |
C | neck | M | wrist |
D | body | N | wield |
E | head | O | hold |
F | legs | P | light |
G | feet | Q | float |
H | hands | S | sheath |
I | arms | T | tattoo |
J | shield | U | quiver |
In addition, wear flags will determine which races can use the object. Just set a flag for each race you want using your object. Remember that you need to set the "z"-flag (all) if every race can use your item. If you set no flag at all, nobody can use your object, which might make sense for fountains, but not for swords.
a | high-man | m | lizard-man | y | orc |
b | human | n | minotaur | z | all |
c | dark-man | o | cherubim | 0 | nord |
d | sun-elf (no longer used) | p | half-elf | 1 | tenebrian |
e | wood-elf | q | wulven | 2 | ogre |
f | high-elf | r | skaven | 3 | genie |
g | dark-elf | s | crimson-elf | 4 | troll |
h | khazad | t | lokatean | 5 | daemon |
i | mountain-dwarf | u | halfling | 6 | grey-elf |
j | cave-dwarf | v | gnome | 7 | nymph |
k | moon-elf (no longer used) | w | atlantean | 8 | shapeshifter |
l | centaur | x | titan | 9 | celestial |
Items marked with an asterisk (*) in the [type] section above have special values that must be given in the area file. To see these items, go back up to the [type] section; to see the values themselves, click here.
Items not marked with an asterisk (*) have no special settings and a zero (0) must be placed in each slot. Below is an example of an item with no special values:
#3043
staff protection~
a staff of protection~
An enchanted staff of protection sits on the floor.~
silver~
treasure G AB
0 0 0 0 0 <--------------- ([V0] through [V4] slots held with zeroes)
8 10 640 P
[level] [weight] [cost] [condition]
Level determines the level a character must be to use an object. Higher level items should be more powerful, and lower level correspondingly less powerful.
Weight determines how heavy an object is, which factors into how much a player may carry. Dawn reads the number in this slot as tenths (1/10) of pounds, so a three pound dagger will have an entry of 30.
Cost determines how much money a player can get for selling an item to a shop (although shops almost always buy for less than they sell) or how much a shop will charge the player for the item. When in doubt concerning an item sold in a shop, overprice it; when in doubt concerning an item that players can find in an area, underprice it.
The fourth slot in this row is "condition", which is not implemented, and should be set to P. Setting it to anything other than P can cause the area not to boot.
A [location] [modifier]Applies determines the attribute the item will affect. It is set up like so:
A [location] [modifier]
[location] is the type of affect being placed on the item. [modifier] is a positive or negative number that will increase or decrease the location in question.
Below is a listing of the locations used on Dawn:
1 | Strength | 21 | Saves vs elemental |
2 | Dexterity | 22 | Saves vs mental |
3 | Intelligence | 23 | Saves vs force |
4 | Wisdom | 24 | Saves vs godly |
5 | Constitution | 25 | Spells_affect |
6 | Sex* | 26 | Charisma |
9 | Age | 27 | Appearance |
10 | Height | 28 | Quickness |
11 | Weight | 29 | Saves vs. paralyze |
12 | Mana | 30 | Modify-resistance |
13 | Hitpoints | 31 | Flee chance** |
14 | Movement | 32 | Alignment |
17 | AC | 33 | Prayer_affect |
18 | Hitroll | 34 | Regeneration rate |
19 | Damroll | 35 | Morale** |
20 | Saves vs. all magic |
* The only modifier to be used for "sex" is 1, and it results in a random change of sex.
** Not used.
Here's an example of attributes:
A 2 3
A 28 3
A 17 -5
The above are the affects of a floatstone, which adds three (3) points to a player's dexterity, three (3) points to a player's quickness, and five (5) points to her armor class.
R [wear flag] [applies] [modifier]Race applies are much like applies above, but differ slightly in that they allow you to apply object attributes to specific races. Here's how you set it up:
R [wear flag] [applies] [modifier]
[wear flag] is the very same one you used above, only you use the wear flag that corresponds to the race you want the apply to affect. [applies] is the same flag as what you see above. [modifier] is a positive or negative number that will increase or decrease the location in question.
Here's an example of how race applies are used:
R v 13 3
R v 19 5
The above race applies will affect both a gnome's hit points by 3 and his damroll by 5.
F [affect immune resist vulnerability] [location] [modifier] [bits]Flags are written this way:
F [affect immune resist vulnerability] [location] [modifier] [bits]
Flags let you place permanent affect bits as well as immunity, resistance and vulnerability bits on an item. Note that you may also specify a location here (or 0 if none) so that spells with two effects can be done (like a ring of haste would have a dex modifier in addition to the bit).
A listing of affects can be found here. Below are three examples of what you can do with flags:
F A 25 5 D | saves+5 and DET_INVISIBLE |
F A 0 0 CDEFG | a true sight item |
F I 0 0 CD | immune to weapons and magic! :) |
For obvious reasons, be VERY careful in creating permanent affected items. A permanent sanctuary item, for instance, would be of questionable balance and an implementor will likely strip the item from your area unless you have some extreme justification for the affect.
I [damagetype] [modifier]
The damagetype modifier is written like this:
I [damagetype] [modifier]
[damagetype] is the kind of damage a player becomes resistant to or vulnerable to when wearing this object. The damagetype is referred to by a number associated with the damagetype, a list of which follows below:
bash 1 sound 13 pierce 2 slash 3 disease 14 poison 15 fire 4 blindness 16 ice 5 energy 17 water 6 light 18 electricity 7 dark 19 air 8 summon 28 earth 9 acid 10 holy 20 unholy 21 charm 11 bless 22 psionic 12 curse 23
[modifier] is the modifier for that damagetype, making the player resistant or vulnerable by that amount. Use the guidelines in the hints section for resistances and vulnerabilities when applying this to your item.
T [trigger] [program vnum] [argument]~Object triggers are very much like mobile triggers (see the discussion of triggers in the mobiles section), only we apply them to objects. The trigger sets up a program, which is activated when the condition stated by the trigger becomes true. The setup for object triggers is exactly the same as for mobile triggers:
T [trigger] [program_name] [argument]~
The explanation is the same as well:
The TRIGGER is a single word, see below for explanations.
The PROGRAM_NAME is the MOBprogram called.
The ARGUMENT is the argument that triggers the event.
Here is an example:
T wear objDamageHim 100~
When a player wears the object this trigger is on, a mobprogram called objDamageHim activates and plays out the mobprogram. We place object programs in the same location as mobprograms, and we construct them the same way.
A list of triggers follows:
Trigger | Argument | What must happen to activate trigger |
drink_after | PERCENT | chance to activate the program after the player drinks from a container |
drink_before | PERCENT | chance to activate the program before the player drinks from a container |
drop | PERCENT | chance to activate the program when the player drops the object |
eat_after | PERCENT | chance to activate the program after the player eats food |
eat_before | PERCENT | chance to activate the program before the player eats food |
examine | PERCENT | chance to activate the program when the player examines the object |
quaff_before | PERCENT | chance to activate the program before the player quaffs a potion |
remove | PERCENT | chance to activate the program when the player removes the object |
take | PERCENT | chance to activate the program when the player takes the object from the ground |
wear | PERCENT | chance to activate the program when the player wears the object |
Now for more information:
DRINK_AFTER / DRINK_BEFORE / EAT_AFTER / EAT_BEFORE / QUAFF_BEFORE
Keywords: 'drink_after' 'drink_before'
'eat_after' 'eat_before'
'quaff_before'
Argument: number
The argument is a number between 0 and 100, inclusive. In other words, this is a percentage.
NOTE: each of these triggers is activated anytime the player performs the required action. In other words, if a mud of beer has a 'DRINK_BEFORE' trigger on it, the trigger will set off just before the player drinks from the mug.
DROP
Keyword: 'drop'
Argument: number
Another percentage argument.
NOTE: this trigger is activated anytime the player drops the object with this trigger on it.
EXAMINE
Keyword: 'examine'
Argument: number
Another percentage argument.
NOTE: this trigger is activated anytime the player examines the object with this trigger on it.
REMOVE
Keyword: 'remove'
Argument: number
Another percentage argument.
NOTE: this trigger is activated anytime the player removes the object with this trigger on it.
TAKE
Keyword: 'take'
Argument: number
Another percentage argument.
NOTE: this trigger is activated anytime the player takes from the ground the object with this trigger on it. It is called after the object is removed from the ground but before it is added to the player's inventory.
WEAR
Keyword: 'wear'
Argument: number
Another percentage argument.
NOTE: this trigger is activated anytime the player wears the object with this trigger on it.
C message~This is an optional message, which, when the item crumbles, gives a message different from the standard message. An example of such a message might be what you would see if a dagger made of ice crumbles:
C The dagger melts back into the ground.~
Do not forget the tilde (~) at the end.
EHere's an example:
E floatstone stone rock luminescent light object~ The floatstone is rounded and smooth, an irregular ball-shaped rock that fits just in the palm of a man's hand. The stone glows a bright, yellowish green, neither burning nor heated, and never loses its intensity, even in the presense of other bright lights. ~
E signifies the start of an extra description. 'floatstone stone rock luminescent light object' are the keywords that a player will see when she 'examine'(s) the object (here, the floatstone). That is, typing 'examine light' or 'examine floatstone' or the other two keywords will yield the output of 'The floatstone is rounded and smooth....' For further examples, see the section dealing with extra desciptions in #ROOMS.
When making objects in an area, you might want to keep the following hints in mind:
Weapons | limited | unlimited |
average damage > 18.0 | + | - |
artefactflags (only if limit number is <3) | + | - |
'normal' weaponflags | + | + |
more than 2 weaponflags | + | - |
total hit/dam bonus (hit+dam) > 11 | + | - |
hit bonus > 10 | + | - |
hit bonus <= 10 | + | + |
dam bonus > 6 | + | - |
dam bonus <= 6 | + | + |
stat modifier > 2 | + | - |
stat modifier <= 2 | + | + |
hp/mana/mv > 5 | + | - |
hp/mana/mv <= 5 | + | + |
spell/prayer power > 3 | + | - |
spell/prayer power <= 3 | + | + |
ac bonus | + | - |
ac malus | + | + |
'rare' or special damagetypes | + | + |
Armors | limited | unlimited |
hit bonus > 2 | + | - |
hit bonus <= 2 | + | + |
dam bonus > 1 | + | - |
dam bonus <= 1 | + | + |
stat modifier > 4 | + | - |
stat modifier <= 4 | + | + |
hp/mana/mv > 20 | + | - |
hp/mana/mv <= 20 | + | + |
spell/prayer power > 3 | + | - |
spell/prayer power <= 3 | + | + |
ac bonus > 5 | + | - |
ac bonus <= 5 | + | + |
Items in general | limited | unlimited |
embedded spells or affects | + | - |
more than one embedded spell/affect | - | - |
average ac [(slash+pierce+bash)/3] > 11 | + | - |
sanctuary as embedded spell | - | - |
dam modifier on floating items | + | - |
number of modified resistancies > 4 | + | - |
resistance modifier > 5 | + | - |
Keep in mind that even artefact weapons have a maximum average damage of 25.0 . The maximum spell/prayer power on limited items is 20. The maximum resistance modifier is 10 for pierce/slash/bash and 15 for the rest of the resistancies. The maximum of hp/mana/mv added is 100. The Maximum average ac is 25. Maximum ac bonus is -10. Maximum stat modifier is 10. Please note that these maxmimum values are total maximum values, that means race specific bonuses are to be counted in.
Some exceptions to the guidelines above:Only artefacts may have more than one embedded spell or affect. Noremove and Nouncurse together should be avoided, except on tattoos of course. Artefactflags may be used on unlimited items only if they are questrewards, like the arena items. Try not to 'flood' your area with weapons that have 'rare' or special damagetypes. If you use them, please take into account that mobs and players often are vulnerable to those special attack types, which should result in a lower damage average than usual for a weapon of that lvl.
Know that the following combinations of flags are not allowed: vampiric/draining, protection good/protection evil, sanced/doomed, absorbing/draining. Another word of caution: Balance your items! If you use good modifiers, also add drawbacks. Adjust the modifiers to the level of your equipment, the maximum values are to be considered for lvl 50 equipment. And create only about one limited item per 15 rooms, with one artefact item per 50 rooms. You do not have to have any limited item in your area. ;) Tattoos have to have noremove and nouncurse. They should be rot-death. If you plan to give both ac and additional boni to a floating object or a held item, the maximum values should be considered halved. Place equipment only of mobs of apropiate lvl and strength. This means that limited equipment should be hard to get. As for shops, the equipment should be at most on the upper ranges of unlimited equipment, no limited should be placed directly in shops, the amount of money available to the shopkeepers should reflect the accessability of the area. Far away areas have less customers and therefore less money to spend. Treasure chests should never contain more money than a total of worth of 15 gold coins. Remember, these chests can usually be emptied quickly, each time the area resets! Since the total ringpower one can use is 60 and the maximum number of rings one can use is 6, the power of rings should be between 10 and 60. Please use only values that allow you to wear multiple rings adding up exactly at 60: 10, 12, 15, (18), 20, 30, (40), (45), (48), (50), 60 All scrolls/potions/wands/staves/instruments can hold spells. There are some few rules on the inclusion of spells into items. First of all, do not include career spells. If you are unsure wether a spell you want to include is a career spell or not, just check the professions. If you don't find your spell there, it is a career spell. From the profession spells, only use those from the wizard or the cleric profession. Furniture that improves your regeneration should be scarcely used. Never combine no-take and regeneration-improving furniture with rooms of higher regeneration rates. Furniture should have at max. a total bonus of 200, distributed between hp and mana. If the furniture can be taken along, such as the bedroll, the max. total bonus is 100. Try not to have more than a few "good" items. There's already plenty of great equipment in Dawn of the Ages and if the objects you place in your area are too powerful, expect adjustments from the area editors. Make your items interesting. There are already nearly a million and a half swords in Dawn of the Ages. If you're creating a weapon, try making a glaive, morningstar, or a spiked whip. In other words, make it something unusual. If it *has* to be a sword, make it an unusual sword. Keep in theme. Don't create shotguns, toyotas, big macs, phasers, calculators, or CD-ROM players. Dawn of the Ages's theme is one of Medieval Fantasy. Keep your objects in theme with the overall theme of Dawn of the Ages, as well as the theme of your particular area. Give the items apropiate names, so that they can be accessed easily. To give you an example, if the short description would say:(Humming) double-bladed red-glowing hellebard
a fitting name would be:
double-bladed red-glowing hellebard double bladed red glowing polearm
This would allow the players to access the item by ANY of the words given in the name section. Remember, players only see the short and long descriptions, but not the names! This means if you would set name to just 'polearm' in the example above, the only way to access the item for the player would be to use 'polearm', something you surely would not guess simply from the short description!
Try not to make too many "unusable" items. A weapon weighing 100 pounds, for example, would be totally useless. (No weapon should ever weigh more than 60 pounds. Even at 60 pounds, the weapon would require a strength of 25 to wield it.) While a few unusable items could be a clever annoyance, any more than that will just frustrate the players and make them not want to play in your area.