How to Write an Area



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Place your mouse over any of the variables, or click on them for more information.

PLEASE NOTE! Only text that appears in red is optional!
No place holder is needed if not used.

All other fields must have a place holder!!! <--Very Important!!!
The default placeholder for values is 0

The format of any object should look like:

#Objects signifies the start of the object section.
#VNUM is virtual number for the object. If you do not have vnums assigned, talk to Allexia or Oidhche.
object keywords are the words used by a player to manipulate an object.
The object short description is seen when an object is in someone's inventory, or is manipulated.
The object room description is the long description seen when you enter a room with this object on the ground, or when looked at if object has no extended description. The tilde ends all strings, but is on a line by itself after long descriptions.
The material string is what the object is made of. Being a string this can be anything, but should aptly describe what an object is made of.
Item-Flags define what kind of object something is. Click for more! Extra-Flags give an object additional properties. Click for more! Wear flags indicate whether an object can be picked up and where it can be worn. Click for more!
X indicates the use of optional race, class, religion, and extra2 flags Race Flags make an object useable only but the races selected. Click for more! Class Flags make an object useable only but the classes selected. Click for more! Religion Flags make an object useable only but the religions selected. Click for more! Zero is default placeholder.
Values 0-4 vary dependent on item-type and express the physical properties of an object. Click for more!
Level indicates the level a player must be to use an object. Weight is how heavy an object is. Cost is how much an object is worth. Condition is the amount of wear an object has taken. Click for more!
E indicates an extra description, this is optional and there can be more than one.
Keywords of an extra description are what's used to see the description.
Extra description is what is seen when you look at the object or one of its parts.
The tilde ends all strings, but is on a line by itself after long descriptions.
A indicates affects properties that using an object applies to the wearer.
Affects-Apply-Type is the affect that is modified. Click for more! Affects-Apply-Value is the amount an affect is modified.
#0 signifies the end of this section.

An Example Object:

#Objects
#537
purple prism~
a deep purple prism~
A dark purple prism pulses with an evil aura here.
~
glass~
9 EJL AO
3 3 3 55 0
80 5 25000 P
E
purple prism~
Because of its deep color this prism can no longer scatter light into a
rainbow. It looks as though it has been broken, and the other piece is missing.
~


Home | Mobiles | Objects | Rooms | Resets | Shops and Specials | Printable Version

Mobile's: Act Flags - Affected Flags - Act2 Flags - Extended Affects Flags - Attack Type - Offensive Flags
Positions - Immune Flags - Resistance Flags - Vulnerable Flags - Sex Flags - Form Flags - Parts Flags - Size Flags

Object's: Item Types - Extra Flags - Wear Flags - Item Values - Condition - Affects-Apply-Type
Attack Type - Container Flags - Spell Numbers - Liquid Type - Weapon Type - Weapon Class

Room's: Flags - Sectors - Doors - Locks
Reset: Wear Locations - Doors - Door Set
Shop: Trade Item Types
Specials: Special Flags