

                       The BenemMUD Builder's Handbook
                               (version 1.3.5)
                                     By

                                   Benem
                                   
  Based on Builder's Handbook 2.0 by Builder_5 and updated by Matrix (C.A.W.) 



TABLE OF CONTENTS

1.  Overview
2.  Terminology
3.  Basics
4.  The .wld file
5.  The .mob file
6.  The .obj file
7.  The .shp file
8.  The .zon file
9.  Putting it all together
10. Credits
A.  Appendice


 
1.  Overview


        This document is meant to be a basic tutorial to building
areas for BenemMUDs.  Readers of this handbook should have at least
have some experience with BenemMUD, and will understand the basic 
concepts of armor, levels, and the et cetera.

        Nowadays, many mud-admins express the wish to have an entirely
unique world.  Unfortunately, building is time consuming and requires
no mean amount of skill, with the added 'bonus' of being hard to
learn; the standard diku-docs that get bandied about are somewhat
vague on certain subjects, and were originally intended as a reference
guide rather than a learning document.  I hope to make this handbook a
'cookbook' of sorts -- an explanation of the how's and what's of
building a BenemMUD based area for the non-coding inclined.


        Is highly recommends that every builder understand the nuts and
bolts of building, even if they have access to one of the diku-area 
editors available out there.  Being able to build with an editor is nice, 
but the knowledge of how the nuts and bolts of building actually works 
is extremely valuble when things go wrong.  We cannot emphasize this 
enough, but we will attempt to refrain from preaching it in the rest of 
this document.




2. Terminology

        Here are some common terms used in builing, and this handbook:

Desc:           Short for 'description'.
Db:             Database.  The files that make up the 'world' of a dikumud.
Flag:           A bit-vector that tells the mud that a particular monster,
                object, or room has a certain quality.  (i.e. 'Dark', 'Magic',
                'Aggressive')  See FLAGS in section 3 -- Basics.
Mob:            Mobile.  A monster.
Ob/Obj:         Object.
Tilde:          This is a tilde: ~ .  It signifies the end of a line or
                a field in some of the database files.
Vnum:           An object, monster, or room's unique identification number.
                Stands for 'Virtual Number'.
Zone:           Used synonimously with 'area'.


 


3. Basics


        For all examples, the area under creation will be known as
'safari' or 'example area'.  It is assumed that the builder has
access to some standard type of text editor or word processor and knows how to
use it.
Note that all files created with a word processor (i.e. Word, Word Perfect,
ecc.) MUST be exported into ascii format before they can be used.

*** FILES

        For each area, five files must be created for inclusion into the
dikumud's db:

safari.wld    --      The file that contains all the information on
                      the rooms of an area.

safari.mob    --      This file contains all mob information.

safari.obj    --      This file contains all obj information.

safari.shp    --      Information on shops.

safari.zon    --      A 'meta-file' that tells the mud which mob/obj
                      goes where, who gets what, how often the area
                      resets, etc.



*** FLAGS

        Simply put, a flag tells the mud that there is something 'special'
about a mob, room, or object.  In the sections below, lists of flags
will be given with a number, a bitvector, next to it.  For example,
here is the list of room flags that will appear below in the .wld section:

     1 Dark
     2 Death
     4 No mob
     8 Indoors
    16 Paceful
    32 No steal
    64 No summon
   128 No magic
   256 Tunnel
   512 Private
  1024 Soundproof
  2048 Large
  8192 Save room
 16384 No track
 32768 No mind

        Now, for example, you are building a room.  Deciding that this
room is a small section of tunnel, you would choose the flags 'Dark'
(1), and 'Indoors' (8) (Tunnel is not implemented in standard diku).
These numbers are the important part.  When the mud looks at the .wld
file, it looks for _one_ number in a certain particular spot for each
room's flags.  Therefore, to give one room _two_ flags, you ADD the
bitvectors together and place that number in the flags spot of that
room's data.  Thus for this example, Indoors + Dark = 9.

        How does this work, though?

        The bitvectors are in binary... the number you arrived at when
you added can only be reached by one combination of adding those
numbers together (you're not allowed to use a flag or number more than
once).  Thus, if your number was 522, you would know that it was
'Private' (the highest number that will go into 522) 'Indoors'
(522-512=10.  Indoors (8) is the next highest number that will go into
that), and 'Death' (10-8=2, 2-2=0 -- no more flags).

IMPORTANT!!!
There is a new metod in BenemMUD to specify a flag. You need no more to
add the desired flags together, bat you can join them with the simbol '|'.
So, for example, Indoors + Dark became 1|8.
Be sure to not put spaces or other characters between digits and |.
It is very important that you use the new form to specify a group of flags.
The new form is much better readable and less prone to mistakes.



*** Zone Number

        Each area must have its own unique number.  Usually, the imp
of your particular mud will assign this to you.  This number is used
the .zon file and appears as part of all your area's virtual numbers
(see below).


*** Virtual Numbers

        Every Mob, Obj, Room, and Shop must have its own Virtual
Number for the mud to identify it with.  Each number must be unique
among its own type.

        For example, If I made the Sword of Cheezy Destruction, I may
decide to make it item number 2200 of my zone.  The first two digits
are the zone number (above) of my area, the second two identify which
item it is in that area.

        However, I can have a mobile with number 2200 as well.  A room
#2200 too.  The number must be unique among all others of its type
(rooms, obj's, mobs), but does not need to be unique in regards to
other types of db's.

        Note that the mud doesn't really care if your objects start
with your zone number; this is a convention to keep builders from
stepping on each other's toes and is highly recommended, if not
mandatory at most muds.


4.  The .wld file

        The .wld file contains all the information necessary for the
mud to make all the rooms of your area, link the exits together, and
all the other little things concerned with the 'where's' of an area.
The file simply consists of all the rooms in sequential order by their
virtual number.  Here is a sample room for this section's example:


---example follows this line---
#2200
The First Room~
   You are standing in the first room of this area.  Many rooms
are sure to follow, soon to be chock-filled with adventure, danger,
romance, and Giant Green Photosynthetic Death Gerbils from Morovia.
There is a sign hanging from the east wall here, and a large steel
grate bars the way to the north.
~
22 8 0
D0
You spot the Second Room to the north, behind a large steel grate.
~
grate steel~
1 2200 2201 -1
E
sign~
The sign says:

        WELCOME TO THE FIRST ROOM!
~
S
---example precedes this line---


        Now to explain what each part means, line by line:


#2200

        The virtual number of this room.  Totally unique; no other
        room in the db will have this number.


The First Room~

        Short description: the 'title' of the room.  This is typically not
        more than 5-6 words long.  Note the tilde marking the end of this
        field.


   You are standing...
~

        The long description of the room.  This is what a player sees
        if he or she types 'look' in that room.  What is in this section
        is up to your own, personal taste.  More about the various
        description types can be found below.
        Note that a tilde follows on a line by itself.  This is important,
        so that the mobs and obj in the room won't be jumbled all into
        one line.


22 8 0

        The first number is the zone number of this room; what zone should
        the mud consider this room to be in for game purposes.  Please see
        'zone numbers' in section 3 of this handbook.

        The second number is the room flag value.  Please see 'flags' in
        section 3 of this handbook, and Room Flags below.

        The Third number is sector type.  Please see 'sector types' below.


D0

        An exit to direction 0.  The section on 'Exits' below will
        shed more light on this subject.


You spot the Second Room...

        Direction description; what a player would see if he/she typed
        'look north'.  Note the tilde on its own line afterwards.


grate steel~

        What words can be used to manipulate the door.  These two
        words can be used in conjunction with open, close, pick, and
        look commands, etc.


1 2200 2201 -1

        The first number is the door value, 1 being open/close/pick/lock
        and unlockable.  This and the other numbers will be explained
        more fully under 'Exits' below.

        The second number is the key number... the virtual number of the
        object that can be used to lock or unlock this door.

        The third number is the vnum of what room this exit leads to.
        
        The fourth numer is the code of the command needed to be given to
        open and close the door. -1 mean the standard open and close command.


E

        Tells the mud there is an extra description coming.


sign~

        The words that can be used to look at the extra description.
        (i.e. 'look sign')  Note the tilde ending the field.

The sign says:...

        The text of the extra description.  Again, note the placement
        of the tilde on its own line.


S

        End-of-Room character.



Now, for more explanations...


*** DESCRIPTIONS

        Descriptions are fairly self explanatory.  However, the
placement of tilde's are very important.

* Short Desc's: The short desc is placed at the top of the room
description, and can often be seen even if the player is in 'brief'
mode.  Simply put, this is the title of the room.  Short Desc's should
be kept to one line minimum... the shorter the better, in fact -- it
should just be the shortest possible description of this room: 'A Dark
Tunnel' 'The Bakery' 'Ms. Celande's Office'.  A Short desc follows
this format:

Title of Room~


* Long Desc's: The long desc is the full description of the room, which
a player will typically see when entering or by typing 'look'.  When
creating a long desc, please keep in mind to keep each line under 80
characters, and put the ending tilde on a line by itself.


* Extra Desc's: An extra desc (of which there can be many for each
room), is something else specific to look at, not normally seen just
by typing look, or entering the room.  An extra desc is started by an
E (a seperate E for each extra desc in the room), followed by the
keywords that can be used to look at this description on the next
line, each separated by a space, followed by a tilde.  Then, the
description itself, followed by a tilde on its own line:

E
keywords~
You spot the keywords.  They look important!
~


*** ROOM FLAGS

        Please consult the section on flags in section 3 for how
bitvectors are added and used.  Briefly, add each flag's corresponding
values that you want for a particular room to find your room flag
number.  A zero signifies no flags.

        1 Dark         - character cannot see without a light source.
        2 Death        - death trap.
        4 No mob       - monsters cannot enter this room.
        8 Indoors      - players in this room will not get weather messages.
       16 Paceful      - no violence in this room.
       32 No steal     - no stealing in this room (i mob possono farlo).
       64 No summon    - no summon allowed from thi room.
      128 No magic     - no magic work in this room (psi stuff allowed).
      256 Tunnel       - No more than X character allowed in this room.
      512 Private      - only 2 player may be in this room at a time.
     1024 Soundproof   - no sound che be heard or generated in this room.
     2048 Large        - not implemented. Do not use
     4096 No death     - reserved, Do not use
     8192 Save room    - objects in this room are saved across mud restarts.
    16384 No track     - no tracking is possible here
    32768 No mind      - no mind power in this room
    65536 Desertic     - not implemented yet.
   131072 Artic        - not implemented yet. 
   262144 Underground  - not implemented yet.
   524288 Hot          - not implemented yet.
  1048576 Wet          - not implemented yet.
  2097152 Cold         - not implemented yet.
  4194304 Dry          - not implemented yet.
  8388608 Bright       - La stanza e` illuminata anche di notte ed all'aperto.
                         Giustificarlo nella descrizione della stanza.
 16777216 No astral    - Non si puo andare nei piani astrali da questa stanza.
 33554432 No regain    - Non vengono riguadagnati punti vita, mana e movimento
                         in questa stanza.
 67108864 No target portal 
                       - Non si puo` entrare in questa stanza con un
                         portal od altri incantesimi simili.
134217728 No Summon in zone
                       - Non si puo` entrare in questa stanza da una
                         locazione non in zona con incantesimi tipo
		         summon, teleport, ecc.
268435456 No Summon out zone
                       - Non si puo` uscire da questa stanza andando in
                         una locazione non in zona con incantesimi tipo
			 summon, teleport, ecc.
  
Ask your implementor about other flags that may be on your particular mud.

If there is the flag Tunnel, an additional number must be specified after
sector type and, eventually, teleport data. This number is the maximum
characters may be in this room at a time.

*** SECTOR TYPES

        The 'sector type' of a room controls how many movement points
it costs to enter that room.  This is not a flag type item: choose
one, and use the value...

 0 Inside
 1 City Streets
 2 Field
 3 Forest
 4 Hills
 5 Mountain
 6 Water, swimmable
 7 Water, not swimmable (need boat-type item to cross)
 8 Air
 9 Underwater (dive, need waterbreathing to go)
10 Desert, obsolete soon, do not use
11 Tree, room is 'inside' tree for druid tree travel
12 Darkcity, like city, but dark like forest

If sector type is -1, the room is a teleport room. So after the -1 there are
additional numbers. See TELEPORT

If sector type is 7 or 9, two additional number (after teleport data and
before Tunnel data) are needed. This are the <river speed> that must be
multiple of 15 (15 is like combat round) and <river direction> that is the
direction of the flow (there must be an exit in that dirction). 
For a calmy river us 0 as <river speed>.


*** TELEPORT

Five or six additional number are required if sector type is -1:

Teleport time    - is the time every that the teleport is activated. Must be
                   multiple of 10. 10 is a bit shorter than a combat round.
To Room          - the target room virtul number.
Teleport flag    - are the following:
                    1 Do Look  - character do a look command when enter in
                                 target room.
                    2 Count    - teleport is a count teleport (see below)
                    4 Random   - Teleport Time is random set (from 10 to 100)
                                 every time teleport is activated.
                    8 Spin     - Reserved do not use.
		   16 No mob   - Il teleport non funziona sui mob.
		   
Teleport Count   - this is needed only if Count is specified in Teleport Flags.
                   The teleport is activated a fixed amount of time (depending
                   from Count) after character is entered in source room.
Real Sector type - This is the Real sector type of the room (see SECTOR TYPES)


*** EXITS

        Exits use the letter D and a number, compass, rather than the
letter abbreviations that most mudders are used to for compass
directions.  Hence:
 
      (north)
         0                          4 (up)
         |                         /
(west) 3-+-1 (east)               +
         |                       /
         2                      5 (down)
      (south)


        Thus, an exit D4 is an upward direction, while D2 would be to
the south.  Each exit starts with its own direction field, and
contains a exit description and door keyword list (both of which can
be left blank with a tilde), and a fourth line containing a door type,
key number, and exit-to-room number.  Rooms without exits need no
direction fields and the etc... this section may be safely ignored.

        The exit description is used for when a player types look
<direction>.  This should in most cases be a vague description of what
the next room might be, and is followed by a tilde on a line by
itself.  Each exit starts with its own direction field, and contains the
following:

      - The next field is the door keyword list, used for manipulative
        door actions, such as open, close, pick, etc.  These words are
        separated by a space, and are followed by a tilde on the same
        line.
 
      - The door flags can be the followings:
          1 Door         - exit is a door (openable and closeable)
          2 Closed       - exit is close (need flag Door). Do not use here.
          4 Locked       - exit is locked (need flags Door and Closed). Do not
                           use here.
          8 Secret       - exit is hidden and cannot be seen while closed.
         16 Not bashable - Questa porta non puo essere aperta con il doorbash.
         32 Pickproof    - Door cannot be picked, bashed or magically opened.
         64 Climb        - You must climb skill (or flying) to enter.
        128 Male         - exit is male (Italian extension) like portone o
                           cancello.
        256 No look      - Non e` possibile guardare attraverso questa uscita,
	                   nemmeno con spy o `wizard eye'. Giustificarlo nella
		           descrizione dell'uscita.
        512 No Knock     - Questa uscita non puo essere aperta con 
	                   l'incantesimo knock.
       1024 Invisible    - L'uscita e` invisibile anche agli elfi.
                         
      - The key number is simply the vnum of the key that can open the
        door.  A door without a keyhole is represented by a -1 in this
        spot, while a 0 will simply be ignored (used for exits without
        doors).

      - The exit-to-room number is the vnum of the room where the exit
        leads to.  Use a -1 for the room number if you wish to merely
        have a description in the direction but no door.
        
      - The open command number is the code of the open command needed to
        open or close the door. The available codes are:
         -1 open to open and close to close.
        224 pull to open and close (this will be changed)
        371 twist to open and close
        372 turn to open and close
        373 lift to open and close (this will be changed)
        374 push to open and close (this will be changed)
        495 dig to open (cannot be closed)
        496 cut to open (cannot be closed)
        
        The player need to hold or wield the right tool to work the last
        two commands (see OBJECTS).
        

        Please note that adding a description for the door itself is
usually done under the 'extra descriptions' part of the room db.


*** ROOM ARCHETYPE

(the <'s and >'s are used to offset values, and should be ignored)


#vnum
Room Title~
Room's Description
~
<zone number> <room flag> <sector type> [<teleport time> <to room> <teleport
  flags> [<teleport count>] <real sector type>] [<river speed> <river dir>]
  [<character limit>]
D<direction number>
exit description field
~
door keyword list~
<door type> <key vnum> <exit-to-room vnum> <open command code>
<more exits here, if needed>
E
extra description keyword list~
extra description
~
L
Stringa da aggiungere alla descrizione quando e` giorno.
~
Stringa da aggiungere alla descrizione quando e` notte.
~
S


*** TIPS and OBSERVATIONS


* Map it out the rooms on paper first.  Be grandiose.  As you build, it
will usually get smaller anyways!

* When making a DT (deathtrap -- a room with a death flag) make exits
back to the rooms that lead to it... so people in those rooms can hear
the scream.  Likewise, it is usually not good to make a death room
dark.

* For a working door, the rooms on each side must have matching doors
and doorflags.

* Capitalize the name of the room, and do not end with punctuation
unless you feel it is absolutely necessary.  Also, try to make it
a coherent name.

* For the room description, try to include obvious exits and important
things in the room.  Do not put mobs, objs, or otherwise in the room
description.  Finally, try to line up the right-most column as best
you are able.

* For doors, exits, and so forth, try to include an extra description
of the door (for example, one for 'door wooden'), as well as a short
description when looking in the direction of the door. This description
usually works best when it is similar to the door's description.

* For extra descriptions, try to make one for each thing that you would
think to look at the the room description or in other extra descriptions.
If there is one word that could mean two or more things, include them
all in if you like, or direct the player to another description for
such.

* Do not use extra descriptions for direction descriptions, instead lay
out a new door that exits to the room '-1' since the mud will default
to checking the direction over the extra description.

* Make sure that you make your descriptions interesting to read, after all,
noone likes to read the same thing over and over again.


5. The .mob file

        The .wld file contains everything the mud needs to know about
the mobs, except for where they are and what they're holding.  Each
mob in the file is in sequential vnum order.

        There are various types of mob files, but only the 'new',
'multiattacks' and 'not bashable' mob types is described in detail below. 
The theee mob types contains all the necessary distinctions commonly used 
in muds--the 'detailed' and 'simple' mobs take a lot of time and effort for
very little return.  The detailed and simple mob archetypes will be given
later in this Part, but no explanation will be given.

Here's a sample mob:


---example follows this line---
#2200
mob example~
the Example Mob~
An example mob stands here, completely clueless.
~
The example mob looks indistinct, as if it hasn't
been completely fleshed out yet.
~
2|64|128 8 100 N
1 20 10 2 1d4+0
-1 10 0 1
8 8 0
---example precedes this line---


        Now, to explain, line-by-line:

#2200

        The vnum of the mob.  Read the section on Virtual Numbers in
        part 3 of this document for more information.


mob example~

        The namelist of this mob: what words can be used to interact
        with this mob.  For instance, 'kill mob' or 'kill example'
        would both be valid for this mob.  Note the tilde following
        the field.

the Example Mob~

        The short desc of the mob.  Used in messages such as, "You
        poke the Example Mob." or "the Example Mob pounds you!"
        Note the tilde following the description.

An example mob stands...
~

        The long desc of the mob.  Used as part of a room description
        when a player enters or looks in a room.  Note the tilde
        on its own line after the description.


The example mobs looks...
~

        This is the description of the mob; what a player sees when
        typing 'look' at the mob.


2|64|128 8 100 N

        The first number is the ACTION flag of the mob, which
        tell the mud how the mob should act.

        The second number is the AFFECTION flag, which tells the
        mud about any special abilities the mob might have.  Both
        these flag values work as per the section 'FLAGS' in part
        three of this handbook.  See 'ACTION f AFFECTION FLAGS' below
        for more on both of these.

        The third number is the alignment of the mob, ranging from
        1000 (good) to -1000 (evil).

        The 'N' stands for new mob. There are other type of mob.
        'A' type (multiAttacks) is like 'N' type but there is an 
        additional number after the A. This will be the attacks number
        the MOB will have.
        'B' type is like 'A' but not bashable (actually is not bashable
        just by non giant players).
        'L' type is like 'A' but with additional string at the end, which
        are the sound for the room the monster is in, and the sound for the
        rooms which the monster si adjacent to. Both the strings must be
        ended with a ~.
        Complex mobs are denoted by 'D' and simple by 'S'.
        Archetypes for 'D' and 'S' are given but not explained.

1 20 10 2 1d4+0
 
        Field one is the mob's level.

        The second field is the mob's 'Thaco', or rather, 'To Hit
        Armor Class 0'.  There is more on this under 'THACO' below.

        The third field is the mobs armor value. This go from -10 to 10.

        Field four is the mobs hit points bonus. The hit points are 
        determined automatically ad Level D 8. All you have to do is give
        the bonus. In this case you have 1d8+2. There is more on Hitpoints
        and damage below in the aptly named 'HITPOINTS and DAMAGE'.

        The fifth field is how much damage a mob does with its bare
        hands. The number after the plus sign is the 'strength bonus'.
        This bonus is apply to any weapons used, and bare hands too.

-1 10 0 1

        The first number must be -1.
        
        The second number is how much gold pieces this mob is carrying.

        The third is how many experience bonus the MOB should have.
        Experience a mob is worth, is determined by level, hit points and
        experience bonus. This bonus reflect the special and exceptional
        ability as explained in the 1st edition of D&D Master guide.
        Where 1 exceptional = 2 special.
        For Example: a creature with 3 special abilities and 1 exceptional
        would have 5 experience bonuses.
        This number should be 0 and 10.
        
        The fourth number is the race of the mob. See RACES for values.
        

8 8 0

        The first and second number are the mob's loading and default
        position, respectively.  There is a section below: 'POSITIONS'
        that will explain more.

        The final number is the mob's gender; 0 is neuter, 1 is male,
        and 2 is female.
        
        If you want your monster have immunities, susceptibilities or
        resistance add 3 to sex (neutral = 3, male = 4, female = 5) and
        add the following 3 bit mask:
        <resistance mask> <immunty mask> <susceptibilities mask>
        See section IMMUNTIES below for immunitis values.
        

*** RACES

  The races of the mobs/players are the following:
        
          HALFBREED        0  Reserved. Do not use.
          HUMAN            1
          ELVEN            2
          DWARF            3
          HALFLING         4
          GNOME            5
          REPTILE          6
          SPECIAL          7
          LYCANTH          8
          DRAGON           9
          UNDEAD          10
          ORC             11
          INSECT          12
          ARACHNOID       13
          DINOSAUR        14
          FISH            15
          BIRD            16
          GIANT           17  generic giant more specials down
          PREDATOR        18
          PARASITE        19
          SLIME           20
          DEMON           21
          SNAKE           22
          HERBIV          23
          TREE            24
          VEGGIE          25
          ELEMENT         26
          PLANAR          27
          DEVIL           28
          GHOST           29
          GOBLIN          30
          TROLL           31
          VEGMAN          32
          MFLAYER         33
          PRIMATE         34
          ENFAN           35
          DROW            36
          GOLEM           37
          SKEXIE          38
          TROGMAN         39
          PATRYN          40
          LABRAT          41
          SARTAN          42
          TYTAN           43
          SMURF           44
          ROO             45
          HORSE           46
          DRAAGDIM        47
          ASTRAL          48
          GOD             49

          GIANT_HILL      50
          GIANT_FROST     51
          GIANT_FIRE      52
          GIANT_CLOUD     53
          GIANT_STORM     54
          GIANT_STONE     55

          DRAGON_RED      56
          DRAGON_BLACK    57
          DRAGON_GREEN    58
          DRAGON_WHITE    59
          DRAGON_BLUE     60
          DRAGON_SILVER   61
          DRAGON_GOLD     62
          DRAGON_BRONZE   63
          DRAGON_COPPER   64
          DRAGON_BRASS    65

          UNDEAD_VAMPIRE  66
          UNDEAD_LICH     67
          UNDEAD_WIGHT    68
          UNDEAD_GHAST    69
          UNDEAD_SPECTRE  70
          UNDEAD_ZOMBIE   71
          UNDEAD_SKELETON 72
          UNDEAD_GHOUL    73

          HALF_ELVEN      74
          HALF_OGRE       75
          HALF_ORC        76
          HALF_GIANT      77

          LIZARDMAN       78

          DARK_DWARF      79
          DEEP_GNOME      80
          GNOLL           81

          GOLD_ELF        82
          WILD_ELF        83
          SEA_ELF         84
          
          
*** DESCRIPTIONS

  Descriptions are done much the same way as those in the
  section in 'Rooms', earlier in this handbook.  The reader is
  encouraged to go back and reread that section if necessary.  However,
  the placement of tilde's is still very important.

  * Short Desc: the tilde must follow right after the description, on the
    same line.

  * Long Desc & Mob Desc: The tilde must follow on a line by itself.


*** ACTION & AFFECTION FLAGS

        Action flags tell the mud how a mob behaves, and affection
flags control the 'special qualities of a mob.  These flags are added
together in the way detailed in 'FLAGS', in part 3 of this handbook.
Below is a listing of flags for each type, with descriptions of what
each does:

Action Flags
------------------------
         1 * Special       - Reserved. Do not use.
         2 Sentinel        - This mob stays put.
         4 Scavenger       - This mob picks up stuff lying on the ground.
         8 * IsNPC         - Reserved.  Do not use.
        16 Nice to Thieves - Will not attack a player trying to steal from it.
        32 Aggressive      - Automatically attacks players it can see.
        64 Stays in zone   - Will not enter a room with a different zone #
                             than its own.  See 'zone numbers' in section 3.
       128 Wimpy           - Will flee when hurt badly.
       256 Annoying        - Mob is so utterly irritating that other monster
                             will attack it.
       512 * Hateful       - Reserved. Do not use.
      1024 * Fearful       - Reserved. Do not use.
      2048 Immortal        - MOB is a natural event, can't be killed.
      4096 * Hunting       - Reserved. Do not use.
      8192 Deadly          - If MOB has poison, it is deadly (kill instantly)
     16384 * Polymorphed   - Reserved. Do not use.
     32768 Meta Agressive  - MOB is *very* agressive.
     65536 * Guardian      - Reserved. Do not use.
    131072 * Illusion      - Reserved. Do not use.
    262144 Huge            - MOB is too large to go indoors
    524288 * Script        - Reserved. Do not use.
   1048576 Greet           - MOB greets people

   2097152 Magic User      - MOB act as a Magic User
   4194304 Warrior         - MOB act as a Warrior
   8388608 Cleric          - MOB act as a Cleric
  16777216 Thief           - MOB act as a Thief
  33554432 Druid           - MOB act as a Druid
  67108864 Monk            - MOB act as a Monk
 134217728 Barbarian       - MOB act as a Barbarian
 268435456 Paladin         - MOB act as a Paladin
 536870912 Ranger          - MOB act as a Ranger
1073741824 Psi             - MOB act as a Psi
2147483648 Archer          - MOB act as a Archer

Affection Flags
-----------------------
         1 * Blind             - Reserved for players, or internal use only.
         2 Invisible           - MOB is invisible
         4 * Detect Evil       - Reserved for players, or internal use only.
         8 Detect Invis        - MOB can see invisible players
        16 * Detect Magic      - Reserved for players, or internal use only.
        32 * Sense Life        - Reserved for players, or internal use only.
        64 * Life prot         - Reserved for players, or internal use only.
       128 Sanctuary           - MOB is affected by the 'sanctuary' spell.
       256 * Dragon ride       - Reserved for players, or internal use only.
      1024 * Cursed            - Reserved for players, or internal use only.
      2048 Flying              - Mobile is flying.
      4096 * Poisoned          - Reserved for players, or internal use only.
      8192 Tree Travel         - MOB can move through trees
     16384 * Paralyzed         - Reserved for players, or internal use only.
     32768 Infravision         - MOB can see creatures in the dark
     65536 Waterbreathing      - MOB can breath underwater.
    131072 * Slept             - Reserved for players, or internal use only.
    262144 * Travelling        - Reserved for players, or internal use only.
    524288 Sneaking            - MOB cannot be seen entering or leaving a room.
   1048576 Hiding              - MOB is hidden
   2097152 * Silence           - Reserved for players, or internal use only.
   4194304 * Charmed           - Reserved for players, or internal use only.
   8388608 * Following         - Reserved for players, or internal use only.
  16777216 Protected from evil - MOB is protected from evil
  33554432 True Sight          - MOB is affecter by 'treu sight'
  67108864 Scrying             - Reserved for players, or internal use only.
 134217728 Fireshield          - MOB Has fireshield
 268435456 * Grouped           - Reserved for players, or internal use only.
 536870912 * Telepathy         - Reserved for players, or internal use only.
1073741824 * Reserved1         - Reserved for players, or internal use only.
2147483648 * Reserved2         - Reserved for players, or internal use only.


*** THAC0

        Thac0, or 'To Hit Armor Class 0', is a function of how well a
mob can hit a player, or another mob.  This number is a target number,
which a mob must get higher than on a random 'roll' between 1 and 20
to hit.  After this random number is found, and all other bonuses and
penalties are weighed in, the final number is compared to the target
number, and the mud will determine if the mob has hit.

        Armor class 0 is just a handy benchmark for the system.  The
target number at armor class 0 is modified up or down based on what
the target's armor is like.  For example, if a sample mob with a Thaco
of 19 were trying to hit a player with a 5 armor, its adjusted target
number would be 14 to hit this player.  Likewise, if the same mob were
trying to hit a player with a -2 armor, it would need a 21 to hit
(good luck!).



*** HITPOINTS and DAMAGE

        The functions of hitpoints and damage are arrayed randomly by
the mud, as a function of imaginary dice and bonuses.  These always
follow the form xdy+z, where x is the imaginary amount of dice, y is
how many sides these dice have, and z is a constant being added to the
final total.

        For example, our example mob had hitpoints of 1d6+2: a random
number between 1 and 6, then add 2, for a range of 3-8.  Another mob
might have 10d10+150 for a range of 160-250.  Damage is calculated the
same way.

        These fields must follow the form xdy+z, even if z equals 0!
For instance, our example mob does 1d4+0 damage with its bare hands...

        One more important thing to know about damage: this is the
mob's damage with its fists/claws/what-have-you.  If this mob is
wielding a weapon, it will do the weapons damage instead of its own,
but will then ADD its z constant to the amount of damage done as a
strength bonus.




*** POSITION

        A mob always has two position numbers: its loading position,
and its default position.  A mob will be loaded into its loading
position initially, and after fighting, will return to its default
position.  Note that these do not have to be the same, but usually
are.


        The valid positions are:

4       Sleeping
5       Resting
6       Sitting
8       Standing


        There are a few more positions than these, but are not used
except during fighting, which the mud takes care of automatically.
This are:

0  Dead
1  Mortally wounded
2  Incapacitated
3  Stunned
7  Fighting
9  Mounted

IMPORTANT!! Do not use this last positions, or you can crash the MUD.


*** IMMUNITIES

        Value for those masks are:
        
          FIRE        1
          COLD        2
          ELEC        4
          ENERGY      8
          BLUNT      16
          PIERCE     32
          SLASH      64
          ACID      128
          POISON    256
          DRAIN     512
          SLEEP    1024
          CHARM    2048
          HOLD     4096
          NONMAG   8192
          PLUS1   16384
          PLUS2   32768
          PLUS3   65536
          PLUS4  131072
          
        PIERCE include damage by weapon with following weapon damage types:
          PIERCE, STING, STAB, all RANGE WEAPON and damages done with 
          backstab skill.
        BLUNT include damage by weapon with following weapon damage types:
          BLUDGEON, HIT (generic and bare hands damage), CRUSH, BITE, SMASH,
          SMITE, BLAST and damages done with kicks.
        SLASH include damage by weapon with following weapon damage types:
          SLASH, WHIP, CLEAVE and CLAW.
          
        See section on Object for further explanations.

*** Standards and Measures

Questi sono le caratteristiche suggerite per le creature. L'esperienza e`
calcolata dal server e viene aumentata del 50% se il mob e` agressivo.

I dati per i danni si riferiscono a creature che non lanciano incantesimi.
Se la creatura lancia incantesimi ridurne il danno.

I dati sono indicativi e possono essere variati entro certi limiti. Ad
esempio e` possibile aumentare il bonus degli HP e diminuire il danno,
oppure aumentare la thaco e diminuire l'armor. L'importante e` che la
creatura sia bilanciata. Non troppo facile da uccidere, ne troppo difficile,
relativamente al livello ed ai punti esperienza che da.


Level  Hp bonus  Base Exp.   Thaco  Armor  Damage Example   Notes
-----------------------------------------------------------------------------
  1     10-20        30        20     10     1-4  1d4+0
  2     10-20        80        19      9     1-5  1d5+0
  3     10-20       115        18      8     1-6  1d6+0
  4     10-20       180        17      7     2-8  1d8+0
  5     10-20       265        16      6     3-9  2d4+1
  6     15-25       420        15      5     3-11 2d5+1
  7     15-25       610        14      4     2-12 2d6+0
  8     20-30      1300        14      4     3-12 3d4+0
  9     20-30      1750        13      3     4-13 3d4+1
 10     20-30      2100        13      3     5-14 3d4+2
 
 11     25-40      2500        12      2     2-16 1d8+0x2
 12     25-40      3200        12      2     6-20 1d8+2x2
 13     25-40      3300        11      1     6-22 2d5+1x2
 14     25-40      3700        11      1     3-26 1d8+0x3
 15     30-45      4300        10      0     4-28 2d7+0x2
 16     30-45      5000        10      0     6-30 3d5+0x2
 17     30-45      5700         9      0     3-33 1d11+0x3
 18     35-50      6700         9     -1     6-32 
 19     35-50      7500         8     -1     4-35
 20     35-50      8500         8     -1     6-36 
             
 21     40-60      9750         7     -2     8-38 
 22     40-60     14250         7     -2    10-40 2d8+4x2
 23     40-60     13500         7     -2 
 24     40-60     15750         6     -2     
 25     40-60     17500         6     -3
 26     40-60     19000         6     -3     
 27     40-60     23000         5     -3
 28     50-70     27800         5     -4     
 29     50-70     30400         5     -4
 30     50-70     38000         4     -4    30-70 5d4+4x3
 
 31     55-75     43800         4     -5
 32     55-80     45500         4     -5     
 33     60-85     46600         3     -5
 34     60-90     47300         3     -6     
 35     65-100    63000         3     -6
 36     70-110    64600         2     -6     
 37     80-120    66700         2     -7
 38     90-130    68600         2     -7     
 39    100-140    70600         1     -7
 40    110-160    89200         1     -8    20-100 3d10+4x3  
  
 41    120-180    92200         1     -8
 42    140-200   112600         0     -8     
 43    160-220   117200         0     -9
 44    180-240   147000         0     -9     
 45    200-260   152000        -1     -9
 46    220-280   200000        -1    -10                     Shopkeepers
 47    250-300   210000        -2    -10
 48    270-350   250000        -2    -10       
 49    300-400   260000        -3    -10
 50    300-500   315000        -4    -10    35-130 3d9+3x4   Guildmasters
 
 51    350-600                 -5    -10
 52    400-700                 -6    -10                     Major Demons
 53    450-800                 -7    -10
 54    500-900                 -8    -10                     Demigods
 55    550-1000                -9    -10
 56    600-1100               -10    -10                     Lesser Gods
 57    700-1200               -10    -10
 58    800-1300               -10    -10                     Demon Lords
 59    900-1400               -10    -10                     Arch Devils

 60+  1000+                   -10    -10    50-200 10d4x5    Benem


 
*** ARCHETYPE MOB (new)

#vnum
name list~
short desc~
long desc
~
mob desc
~
<action flags> <affection flags> <alignment> N
<level> <thaco> <ac> <hitpoints> <damage>
[-1] <gold> <experience bonus> [<race>]
<loading position> <default position> <gender> [<resistance mask> <Immunity
  mask> <Suscepribilities mask>]


*** ARCHETYPE MOB (Multi attacks)

#vnum
name list~
short desc~
long desc
~
mob desc
~
<action flags> <affection flags> <alignment> A <attacks number>
<level> <thaco> <ac> <hitpoints> <damage>
[-1] <gold> <experience bonus> [<race>]
<loading position> <default position> <gender> [<resistance mask> <Immunity
  mask> <Suscepribilities mask>]


*** ARCHETYPE MOB (Not bashable)

#vnum
name list~
short desc~
long desc
~
mob desc
~
<action flags> <affection flags> <alignment> B <attacks number>
<level> <thaco> <ac> <hitpoints> <damage>
[-1] <gold> <experience bonus> [<race>]
<loading position> <default position> <gender> [<resistance mask> <Immunity
  mask> <Suscepribilities mask>]


*** ARCHETYPE MOB (with sound)

#vnum
name list~
short desc~
long desc
~
mob desc
~
<action flags> <affection flags> <alignment> L <attacks number>
<level> <thaco> <ac> <hitpoints> <damage>
[-1] <gold> <experience bonus> [<race>]
<loading position> <default position> <gender> [<resistance mask> <Immunity
  mask> <Suscepribilities mask>]
<same room sound>
~
<Adjacent rooms sound>
~


*** ARCHETYPE MOB (simple)

#vnum
name list~
short desc~
long desc
~
mob desc
~
<action flags> <affection flags> <alignment> S
<level> <thaco> <ac> <hitpoints> <damage>
<gold> <experience>
<loading position> <default position> <gender>
  

*** ARCHETYPE MOB (detailed)

#vnum
name list~
short desc~
long desc
~
mob desc
~
<action flags> <affection flags> <alignment> D
<strength> <intelligence> <wisdom> <dexterity> <constitution>
<hit low> <hit high> <armour> <mana> <movement> <gold> <exp>
<position> <default> <sex> <class> <level> <age> <weight> <height>
<condition 0> <condition 1> <condition 2>
<savingthrow 0> <savingthrow 1> <savingthrow 2> <savingthrow 3> <savingthrow 4>



*** TIPS and OBSERVATIONS

* Mobs wander around by default.  Remember to include the 'Sentinel'
Action flag for stationary mobs!

* 'Angry' mobs can be simulated by loading them sitting and agressive,
with a default position of standing.  After being attacked, they will
wander around instead of sitting back down!  Other interesting things
can be done with the position values as well...

* For the keywords of a mobile, there is no need to capitalize any of them,
try to keep them all small letters for format cohesion.  The order of the
keywords does not matter at all, and try to have as many keywords to
describe the mobile as possible from both the short description and the
long description.  For example:
mayor neftlewitz man tall~
would be good for the following long description:
A tall man is walking about here.  It appears to be Mayor Neftlewitz.

* For short descriptions, always use 'the' unless the mobile has a proper
name.  Above all, never put punctuation at the end of a short description.
Also, do not to capitalize the first letter of the short description unless
it is a proper name.

* For long descriptions, end with proper punctuation, and make sure that
the description is a complete sentence with proper grammar.

* For the description, try to tell the player what the mobile looks like,
how it is acting, etc... Do not include items in the description if possible,
since if the mobile is given them, they will appear twice and it will look
rather silly.



6.  The .obj file


        An object is any item in the game, be it unmovable rock, the
fountain in market square, or that nice sword Everyman the Barbarian
has.  Everything the mud needs to know about objects can be found in
the .obj file, except for where they actually are.

        Here is an example object, followed by a line-by-line
breakdown:

---example follows this line---
#2200
sword example~
an example sword~
An example sword lies on the ground, examping.
~
~
5 64 1|8192
0 3 1 10
5 1000 100
E
sword example~
It looks very shiny and polished, as if someone
is taking care to try to make a good example.
~
A
1 1
---example precedes this line---

        The line-by-line breakdown:


#2200

        The vnum of the object.  See the section on virtual numbers
        in Part 3 of this handbook.


sword example~

        The namelist of the object: what words can be used to manipulate
        the object.  In this case, either of the words 'sword' or 'example'
        can be used in conjunction with a wield, drop, take, etc.


an example sword~

        Short desc.  This is seen when the object is the target of
        a command:  'You wield an example sword.'  'You give an
        example sword to...'.


An example sword lies on the ground, examping.
~

        The long description.  This is what a player sees if the object
        is lying in a room by itself.

~

        This is the action description, and is NOT used at all.  Just
        a tilde by itself for this field.


5 64 1|8192

        The first number is what type of object this is... a weapon.  See
        'OBJECT TYPES' below.

        The second number is the object's flags.  See 'OBJECT FLAGS' below.

        The final number is the wear flags of the item, a flag that tells
        the mud where the item can be worn on a player or mob.  See 'WEAR
        FLAGS' below.

0 3 1 10

        These are the object's values.  What each number means is completely
        dependant on what Type of object it is.  See 'OBJECT VALUES' below.

5 1000 100

        The first number is the weight of the object.

        The second field is the value of the object, in gold coins. See
        'OBJECTS COST' for rule to derminate object cost and rent cost.

        The final field is rent value of the object, or how much it
        costs to rent this item per day, in gold coins.

E
sword example~
It looks very shiny and polished, as if someone
is taking care to try to make a good example.
~

        This is an extra description, and behaves EXACTLY like the extra
        descriptions of rooms.  The reader is referred to Part 4 of this
        handbook for more information.
 
A
1 1

        These are 'applies' of the weapon... the 'A' signifying that
        an apply is forthcoming.  The second digit is the type of
        apply, and the third how much the apply is worth (either
        positive or negative).  See 'APPLIES' below.


*** DESCRIPTIONS

        The short desc and long desc are similar to those of mobs and
rooms, as well as the placement of tildes.

* Short Desc:  Tilde at the end of the desc.

* Long Desc: Tilde on its own line.

* Action Desc:  No field, just a tilde.


*** OBJECT TYPES

        The value of this field can be found in the chart below...

1       Light
2       Scroll
3       Wand
4       Staff
5       Weapon
6       Fireweapon
7       Missile
8       Treasure
9       Armor
10      Potion
11      * Worn           - not implemented
12      Other
13      Trash
14      Trap
15      Container
16      Note
17      Drink Container
18      Key
19      Food
20      Money
21      Pen
22      Boat
23      Audio
24      Board
25      Tree
26      Rock

*** OBJECT FLAGS
 
        The following chart gives values and explanations of all the
object flags...

         1 Glow           - item glows
         2 Hum            - item hums
         4 Metal          - item is metallic
         8 mineral        - item is made from mineral
        16 Organic        - Item is from organic material
        32 Invis          - item is invisible
        64 Magic          - item has a magic aura
       128 Nodrop         - item cannot be dropped
       256 Bless          - item is blessed
       512 Anti Good      - not usable by good aligned.
      1024 Anti Evil      - not usable by evil aligned.
      2048 Anti Neutral   - not usable by neutral aligned.
      4096 Anti Cleric    - not usable by Clerics
      8192 Anti Mage      - not usable by Mages
     16384 Anti Thief     - not usable by Thiefs
     32768 Anti Fighter   - not usable by Fighters
     65536 Brittle        - Weapons that break after 1 hit 
    131072 Resistant      - Resistant to damage 
    262144 Immune         - Item is iimmune to scrapping 
    524288 Anti Men       - Men can't use 
   1048576 Anti Women     - Women can't use
   2097152 Anti Sun       - Item is sensitive to being in the sun 
   4194304 Anti Barbarian - not usable by Barbarians
   8388608 Anti Ranger    - not usable by Rangers
  16777216 Anti Paladin   - not usable by Paladins
  33554432 Anti Psi       - not usable by Psionists
  67108864 Anti Monk      - not usable by Monk
 134217728 Anti Druid     - not usable by Druids
 268435456 Only Class     - usable only by specified anti classes.
 536870912 Dig            - Item must be holded or wielded to dig (open door
                            with 'dig open command'.
1073741824 Cut            - Item must be holded or wielded to cut (open door
                            with 'cut open command'.

When you assign the Anti class bits keep present the follow tables:

Weapon allowed table
---------------------------------------------------------------
Tipo di arma         ma  cl  wa  th  dr  mk  ba  so  pa  ra  ps

Arco corto           no  no  si  si  no  no  si  no  si  si  no
Arco Lungo           no  no  si  si  no  no  si  no  si  si  no
Balestra             no  no  si  si  no  si  si  no  si  si  no
Fionda               no  no  si  si  si  no  si  no  si  si  si
Coltello             si  no  si  si  si  si  si  si  si  si  si
Aste da lancio       no  no  si  si  si  si  si  no  si  si  no
Lancia e simili      no  no  si  no  no  si  si  no  si  si  no
Bastone              si  si  si  si  si  si  si  si  si  si  si
Spada corta          no  no  si  si  no  no  si  no  si  si  no
Spada normale        no  no  si  si  no  no  si  no  si  si  no
Spadone (bastard/two
         hands)      no  no  si  no  no  no  si  no  si  si  no
Mazza/Clava          no  si  si  si  si  si  si  no  si  si  no
Martello             no  si  si  no  si  no  si  no  si  si  no
Ascia                no  no  si  no  no  si  si  no  si  si  no
Sciabola/Scimitarra  no  no  si  no  si  si  si  no  si  si  no
Frusta               no  si  si  no  si  no  si  no  si  si  no 

Armor allowed table
-----------------------------------------------------------------------------
class     armor     shields      note

mage      none       none        cloaks, soft clothes and soft headdress 
                                 allowed
clerics   any        any
warrior   any        any
thief     soft       none        Thieves don't use metallic and noisy objects
druid     organic    organic     usually Druids prefer organic objects
monk      none       none
barbarian any        any         Barbarian don't even get magic, bless, hum or
                                 glowing objects
sorcerer  none       none        like Mages
paladin   any        any         Paladin are always good, so will not use anti
                                 good stuff
ranger    any        any         see paladins note
psionist  soft       none




*** WEAR FLAGS

        These flags are handled the same way as the flags mention is
Part 3 of this handbook.  The chart is fairly self-explanatory.


     #  Where Wear      Notes
     1  Take            - item is takeable (IMPORTANT!)
     2  Finger
     4  Neck
     8  Body
    16  Head
    32  Legs
    64  Feet
   128  Hands
   256  Arms
   512  Shield
  1024  About body
  2048  Waist
  4096  Wrist
  8192  Wield
 16384  Hold
 32768  Throw           - use for any throwable object escpecially weapon
                          like spers, dart, small stones, ecc.
 65536  Light source    - not implemented yet
131072  Back            - wearble on back (like a bag)
262144  ear             - can be weared on ears (headphones ?)
524288  Eye             - wearble on eyes (like glasses)

*** OBJECT VALUES

        The four numbers consisting of the 'item values' are different
for each type of item.  Below the meanings of these numbers are broken
down by each type.  Zeroes refer to fields not used, while letters are
explained for each section...

(please note this is basically lifted verbatim from the dikudocs.
Credits to the original author(s), and no disrespect intended.)

LIGHT (1)
Value[0]: Not Used
Value[1]: Not Used
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]: Not Used

SCROLL (2)
Value[0]: Level of the spell on the scroll.
Value[1]: Which spell (see 'Spell ID's below for more information on this)
Value[2]: Which spell (unused spells should be set to -1)
Value[3]: Which spell

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 'Spell ID's below for more information)

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 'Spell ID's below for more information)

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 TYPE      CATEGORY Message type           In Italiano
            0 Smite     Blunt    "smite/smites"         Colpire
            1 Stab      Pierce   "stab/stabs"           Pugnalare
            2 Whip      Slash    "whip/whips"           Frustare
            3 Slash     Slash    "slash/slashes"        Tagliare
            4 Smash     Blunt    "smash/smashes"        Fracassare
            5 Cleave    Slash    "cleave/cleaaves"      Fendere
            6 Crush     Blunt    "crush/crushes"        Schiacciare
            7 Bludgeon  Blunt    "pound/pounds"         Randellare
            8 Claw      Slash    "claw/claws"           Dilaniare
            9 Bite      Blunt    "bite/bites"           Mordere
           10 Sting     Pierce   "sting/stings"         Pungere
           11 Pierce    Pierce   "pierce/pierces"       Forare
           12 Blast     Blunt    "blast/blasts"         Far esplodere
           
ITEM_FIREWEAPON (6)
Value[0]: - Forza necessaria per usare l'arma
Value[1]: - Distanza massima di tiro
Value[2]: - Bonus sul range
Value[3]: - Tipo di proiettile

ITEM_MISSILE    (7)
Value[0]: - % di rottura ( piu` e` alta piu` facilmente il proiettile si rompe)
Value[1]: - Number of dice to roll for damage
Value[2]: - Size of dice to roll for damage
Value[3]: - Tipo di proiettile (deve essere uguale al tipo di fire weapon)


TREASURE   (8)
[all values are 0... a treasure is an item with a high <value> field,
basically]

ARMOR      (9)
Value[0]: The effective AC.  A positive value is a bonus, a negative is
          a penalty.
Value[1]: -  Worn index. More lower than AC more item is worn.
Value[2]: -
Value[3]: -

            L'AC per un armatura seguire la seguente tabella:
            
            tipo armatura       AC
            
            plate mail           9
            splint/banded mail   8
            chain mail           7
            scale mail           6
            ring mail/studded    5
            leather              4
            
            Se l'armatura e` di un metallo tenero tipo bronzo od oro, la sua
            AC deve essere diminuita di 1. Se di un metallo molto duro tipo
            acciaio od obsidiana va aumentata di 1. 
            
            Solo in rari casi l'armatura puo` avere un'AC maggiore di 10.

POTION    (10)
Value[0]: Level of the spell in the potion.
Value[1]: Which spell (see 'Spell ID's below for more information)
Value[2]: Which spell (unused values should be set to -1)
Value[3]: Which spell
 
WORN      (11)
Value[0]: -
Value[1]: -
Value[2]: -
Value[3]: -

OTHER     (12)
[all values should be set to 0]

TRASH     (13)
[all values should be set to 0]

TRAP      (14)
Value[0]: Trigger type for the trap, can be...

        TRAP_EFF_MOVE    1      Movement triggers the trap.
        TRAP_EFF_OBJECT  2      Getting, or putting triggers the trap.
        TRAP_EFF_ROOM    4      Trap will affect all in the room.
        TRAP_EFF_NORTH   8      Trap will affect if you go in this direction.
        TRAP_EFF_EAST   16      ""
        TRAP_EFF_SOUTH  32      ""
        TRAP_EFF_WEST   64      ""
        TRAP_EFF_UP    128      ""
        TRAP_EFF_DOWN  256      ""

Value[1]: Damage type of the trap, can be ONE of...

        TRAP_DAM_POISON    -4    Avvelena
        TRAP_DAM_SLEEP     -3    Will put people to sleep, if failed save.
        TRAP_DAM_TELEPORT  -2    Will teleport.
        TRAP_DAM_FIRE      26    SPELL_FIREBALL
        TRAP_DAM_COLD     203    SPELL_FROST_BREATH
        TRAP_DAM_ACID      67    SPELL_ACID_BLAST
        TRAP_DAM_ENERGY    10    SPELL_COLOUR_SPRAY
        TRAP_DAM_BLUNT    207    TYPE_BLUDGEON
        TRAP_DAM_PIERCE   208    TYPE_PIERCE
        TRAP_DAM_SLASH    209    TYPE_SLASH

Value[2]: This is the level of the trap, the number of dice in damage it does.
Value[3]: This is the number of charges the trap has. (# of times it goes off)


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 key vnum of the container.  No lock = -1.
Value[3]: Internal use for Corpses that must "rot".

ITEM_NOTE      (16)
Value[0]: Tounge (language of writing). Not yet used.
Value[1]: -
Value[2]: -
Value[3]: -

DRINK CONTAINER  (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.   Drunkness   Fullness   Thirst
              WATER        0     0           1          10
              BEER         1     3           2           6
              WINE         2     5           2           5
              FRUIT JUICE  3     0           3           4
              DARKBEER     4     4           2           5
              WHISKEY      5     9           0           1
              LEMONADE     6     0           1           8
              FIREBREATH   7    10           0           0
              LIQUORE      8     7           3           1
              SLIME        9     0           4          -8
              MILK        10     0           3           6
              TEA         11     0           1           6
              COFFE       12     0           1           4
              BLOOD       13     0           2          -1
              SALTWATER   14     0           1          -2
              SPUMANTE    15     6           1           5

          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.

Value[3]: This are a bit mask. The possible values are the following:
            1 Poisoned   - the liquid i poisoned
            2 Permanent  - You can drink from it, but will never empty.

KEY       (18)
Value[0]: - Contiene i flags per la chiave. Questi sono i flgs riconosciuti
            dal BenemMUD:
	    
	      KEY_ONETIME  1  - La chiave sparisce dopo l'uso.
Value[1]: -
Value[2]: -
Value[3]: -

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.

MONEY     (20)
Value[0]: The number of gold coins "in the pile of coins".
Value[1]: -
Value[2]: -
Value[3]: -

PEN       (21)
Value[0]: -
Value[1]: -
Value[2]: -
Value[3]: -

BOAT      (22)
[all values should be set to 0]



AUDIO     (23)

                NOTE:  You need an action string for this object,
                       That string will become the "noise" that is
                       heard.  ie:
                        #16
                        medallion rat~
                        A rat-shaped medallion~
                        A rat-shaped medallion is lying here~
This is the noise-----> You hear squeaking noises nearby
This is necessary-----> ~
                        23 0 9
The 15 is timing----->  15 0 0 0
                        1 0 5
Value[0]: This is the value for how often the item makes noise.
          It must be a multiple of 15, and 0 means it never makes
          noise.  Timing  is similar to river speed.
Value[1]: -
Value[2]: -
Value[3]: -

ITEM_BOARD (24)

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

ITEM_TREE (25)

Questo oggetto e un albero e puo essere usato per
lo spell "transport via plant" dei Druidi. Il primo nome dell'oggetto
e il nome che il druido deve usare per viaggiarci. Questo nome non
dovrebbe essere usato nelle descrizioni dell'oggetto, ma viene trovato dal
Druido con lo spell "speak with plant".

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

ITEM_ROCK (26)

Questo oggetto e una roccia che puo essere usato dai Druidi con il loro
spell animate rock. Il tipo di mob animato dipende dal peso dell'oggetto.

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



*** APPLIES

        An item apply is a particular effect the item has upon the
holder/wielder/wearer's statistics.  There can be a maximum of FIVE
applies on an item, each requiring their own 'A' flag to let the mud
know that there is more than one apply.  Thus, a sword that added one
to a character's strength, and -10 to his hitpoints would be:

        A
        1 1
        A
        13 -10

        The first value is the type of apply, the second the value.
Below is a list of the different types of applies, and their values.
 
1       Strength
2       Dex
3       Int
4       Wis
5       Con
6       Chr
7       Sex             - Internal use only... do not use.
8       Level           - Internal use only... do not use.
9       Age
10      Weight
11      Height
12      Mana            - adds to max value
13      Hitpoints       - adds to max value
14      Move points     - adds to max value
15      Gold            - Internal use only... do not use.
16      Experience      - Internal use only... do not use.
17      Armor Class
18      Hitroll         - bonus/penalty to hit
19      Damage roll     - bonus/penalty to damage done by user
20      Saving-Para     - bonus/penalty to saving trow
21      Saving-Rod      - bonus/penalty to saving trow
22      Saving-Petrify  - bonus/penalty to saving trow
23      Saving-Breath   - bonus/penalty to saving trow
24      Saving-Spell    - bonus/penalty to saving trow (most used)
25      Save-All        - bonus/penalty to all saving trow
26      Resistance      - Resistance to damage types (see resistance mask for 
                          mobiles)
27      Suceptiblity    - Susceptibilities to damage types
28      Immunity        - Immunity to damage types
29      Spellaffect     - Add affect when weared (see affect type for mobiles)
30      Weapon spell    - Cast a spell when hit (see above for spell's ids)
31      Eat Spell       - Cast a spell when eated
32      Backstab        - Aumenta il livello di bravura nell'abilita`.
33      Kick            - Aumenta il livello di bravura nell'abilita`.
34      Sneak           - Aumenta il livello di bravura nell'abilita`.
35      Hide            - Aumenta il livello di bravura nell'abilita`.
36      Bash            - Aumenta il livello di bravura nell'abilita`.
37      Pick            - Aumenta il livello di bravura nell'abilita`.
38      Steal           - Aumenta il livello di bravura nell'abilita`.
39      Track           - Aumenta il livello di bravura nell'abilita`.
40      Hit & Damn      - bonus/penality to hit and damage rolls
41      Spellfail       - bonus/penality to spellfail
42      Attacks         - Buggy. Do no use.
43      Haste           - Buggy. Do no use.
44      Slow            - Buggy. Do no use.
45      BV2             - Reserved. Do not use.
46      Find traps      - Aumenta il livello di bravura nell'abilita`.
47      Ride            - Aumenta il livello di bravura nell'abilita`.
48      Race Slayer     - Double damage against mob of the modifier race (See
                          mobile's races for race numbers)
49      Align Slayer    - Double damage against alignment. modifier is 
                          1 = good, 2 = neutral and 4 = evil
50      Mana regain     - bonus/penality to mana points ragain
51      Hit Regain      - bonus/penality to hit points regain
52      Move regain     - bonus/penality to movement points regain


*** SPELL ID #'s


        Below is a chart (lifted from the original dikudocs, mostly)
that gives the id# and usage of each spell...

ATTENZIONE! Questa lista e` incompleta ed inesatta.

                            ID #   POTION  SCROLL WAND   STAFF  MIN LEVL
ARMOR                         1      Y       Y      Y      N
TELEPORT                      2      Y       Y      Y      Y
BLESS                         3      Y       Y      Y      N
BLINDNESS                     4      Y       Y      Y      Y
BURNING_HANDS                 5      N       N      N      N       5
CALL_LIGHTNING                6      Y       Y      N      Y      12
CHARM_PERSON                  7      N       Y      N      Y
CHILL_TOUCH                   8      N       N      N      N       3
CLONE                         9      Y       Y      Y      N
COLOUR_SPRAY                 10      N       Y      Y      N      11

CONTROL_WEATHER              11      N       N      N      N
CREATE_FOOD                  12      N       Y      N      N
CREATE_WATER                 13      N       N      N      N
CURE_BLIND                   14      Y       N      N      Y
CURE_CRITIC                  15      Y       N      N      Y
CURE_LIGHT                   16      Y       N      N      Y
CURSE                        17      Y       Y      N      Y
DETECT_EVIL                  18      Y       N      Y      Y
DETECT_INVISIBLE             19      Y       N      N      Y
DETECT_MAGIC                 20      Y       N      N      Y

DETECT_POISON                21      Y       Y      N      N
DISPEL_EVIL                  22      Y       Y      Y      Y      10
EARTHQUAKE                   23      N       Y      N      Y       7
ENCHANT_WEAPON               24      N       Y      N      N      
ENERGY_DRAIN                 25      Y       Y      Y      Y      13
FIREBALL                     26      N       Y      Y      N      15
HARM                         27      Y       N      N      Y      15
HEAL                         28      Y       N      N      Y
INVISIBLE                    29      Y       Y      Y      Y
LIGHTNING_BOLT               30      N       Y      Y      N       9

LOCATE_OBJECT                31      N       N      N      N
MAGIC_MISSILE                32      N       Y      Y      N       1
POISON                       33      Y       N      N      Y
PROTECT_FROM_EVIL            34      Y       Y      Y      Y
REMOVE_CURSE                 35      Y       Y      N      Y
SANCTUARY                    36      Y       Y      N      Y
SHOCKING_GRASP               37      N       N      N      N       7
SLEEP                        38      Y       Y      Y      Y
STRENGTH                     39      Y       Y      N      Y
SUMMON                       40      N       N      N      N
      
VENTRILOQUATE                41      N       N      N      N
WORD_OF_RECALL               42      Y       Y      Y      Y
REMOVE_POISON                43      Y       N      N      Y
SENSE_LIFE                   44      Y       N      N      Y

IDENTIFY                     53      N       Y      N      N
SPELL_INFRAVISION            54      Y       Y      Y      Y       5
SPELL_CAUSE_LIGHT            55      Y       N      N      Y       1
SPELL_CAUSE_CRITICAL         56      Y       Y      Y      Y       9
SPELL_FLAMESTRIKE            57      N       Y      Y      N      11
SPELL_DISPEL_GOOD            58      Y       Y      Y      Y      12
SPELL_WEAKNESS               59      Y       Y      Y      Y       4

SPELL_DISPEL_MAGIC           60      Y       Y      Y      Y       6
SPELL_KNOCK                  61      N       Y      Y      N       3
SPELL_KNOW_ALIGNMENT         62      Y       Y      N      N       3
SPELL_ANIMATE_DEAD           63      N       Y      Y      Y       7
SPELL_PARALYSIS              64      Y       Y      Y      Y      15
SPELL_REMOVE_PARALYSIS       65      Y       N      Y      Y       4
SPELL_FEAR                   66      Y       Y      Y      Y       8
SPELL_ACID_BLAST             67      N       Y      Y      N       7
SPELL_WATER_BREATH           68      Y       N      Y      N       4
SPELL_FLY                    69      Y       N      Y      N       3

SPELL_CONE_OF_COLD           70      N       Y      Y      N      11
SPELL_METEOR_SWARM           71      N       Y      Y      N      20
SPELL_ICE_STORM              72      N       Y      Y      N       7
SPELL_SHIELD                 73      Y       N      Y      Y       1
SPELL_MON_SUM1               74      N       Y      Y      Y       5
SPELL_MON_SUM2               75      N       Y      Y      Y       7
SPELL_MON_SUM3               76      N       Y      Y      Y       9
SPELL_MON_SUM4               77      N       Y      Y      Y      11
SPELL_MON_SUM5               78      N       Y      Y      Y      13
SPELL_MON_SUM6               79      N       Y      Y      Y      15

SPELL_MON_SUM7               80      N       Y      Y      Y      17
SPELL_FIRESHIELD             81      Y       Y      Y      Y      19
SPELL_CHARM_MONSTER          82      N       Y      N      Y       8
SPELL_CURE_SERIOUS           83      Y       N      Y      Y       7
SPELL_CAUSE_SERIOUS          84      Y       N      Y      Y       7
SPELL_REFRESH                85      Y       N      Y      Y       2
SPELL_SECOND_WIND            86      Y       N      Y      Y       6
SPELL_TURN                   87      N       Y      Y      Y       1
SPELL_SUCCOR                 88      N       N      Y      Y      18
SPELL_LIGHT                  89      N       Y      Y      N       1

SPELL_CONT_LIGHT             90      N       Y      Y      N       3
SPELL_CALM                   91      N       Y      Y      Y       2
SPELL_STONE_SKIN             92      Y       Y      Y      Y      16
SPELL_CONJURE_ELEMENTAL      93      N       Y      N      N      14
SPELL_TRUE_SIGHT             94      Y       Y      Y      Y      12
SPELL_MINOR_CREATE           95      N       Y      N      N       8
SPELL_FAERIE_FIRE            96      Y       Y      Y      Y       3
SPELL_FAERIE_FOG             97      N       Y      N      Y      10
SPELL_CACAODEMON             98      N       Y      N      N      25
SPELL_POLY_SELF              99      N       N      N      N       8

SPELL_MANA                  100      Y       N      Y      Y      61
SPELL_ASTRAL_WALK           101      Y       Y      Y      N      18
SPELL_RESURRECTION          102      N       N      N      Y      21
SPELL_H_FEAST               103      N       N      Y      Y      15
SPELL_FLY_GROUP             104      Y       N      Y      Y      14
SPELL_DRAGON_BREATH         105      Y?      N      N      N      
SPELL_WEB                   106      N       Y      Y      Y       5
SPELL_MINOR_TRACK           107      Y       Y      Y      Y       7
SPELL_MAJOR_TRACK           108      Y       Y      Y      Y      16
SPELL_GOLEM                 109      N       Y      N      N      15

SPELL_FAMILIAR              110      N       N      N      N       2
SPELL_CHANGESTAFF           111      N       Y      N      Y      30
SPELL_HOLY_WORD             112      N       Y      N      N      31
SPELL_UNHOLY_WORD           113      N       Y      N      N      31
SPELL_PWORD_KILL            114      N       Y      N      N      26
SPELL_PWORD_BLIND           115      N       Y      N      N      19
SPELL_CHAIN_LIGHTNING       116      N       Y      Y      Y      25
SPELL_SCARE                 117      N       Y      Y      Y       4
SPELL_AID                   118      N       Y      Y      Y       4
SPELL_COMMAND               119      N       Y      N      N       1

SPELL_CHANGE_FORM           120      N       N      N      N      12
SPELL_FEEBLEMIND            121      Y       Y      Y      N      34
SPELL_SHILLELAGH            122      N       Y      N      N       3
SPELL_GOODBERRY             123      N       Y      N      N       5
SPELL_FLAME_BLADE           124      N       Y      N      N       7
SPELL_ANIMAL_GROWTH         125      N       Y      Y      N      15
SPELL_INSECT_GROWTH         126      N       Y      Y      N      13
SPELL_CREEPING_DEATH        127      N       Y      N      N      45
SPELL_COMMUNE               128      N       Y      N      N      20
SPELL_ANIMAL_SUM_1          129      Y       Y      Y      Y      15

SPELL_ANIMAL_SUM_2          130      Y       Y      Y      Y      20
SPELL_ANIMAL_SUM_3          131      Y       Y      Y      Y      25
SPELL_FIRE_SERVANT          132      N       Y      N      Y      35
SPELL_EARTH_SERVANT         133      N       Y      N      Y      36
SPELL_WATER_SERVANT         134      N       Y      N      Y      37
SPELL_WIND_SERVANT          135      N       Y      N      Y      38
SPELL_REINCARNATE           136      N       N      N      Y      38
SPELL_CHARM_VEGGIE          137      N       Y      N      Y      17
SPELL_VEGGIE_GROWTH         138      N       Y      Y      N      20
SPELL_TREE                  139      Y       Y      N      Y      15

SPELL_ANIMATE_ROCK          140      N       Y      Y      N      31
SPELL_TREE_TRAVEL           141      N       Y      Y      Y       8
SPELL_TRAVELLING            142      Y       Y      Y      Y      10
SPELL_ANIMAL_FRIENDSHIP     143      N       Y      Y      N       5
SPELL_INVIS_TO_ANIMALS      144      Y       Y      N      N      11
SPELL_SLOW_POISON           145      Y       Y      Y      N       6
SPELL_ENTANGLE              146      N       Y      Y      N      16
SPELL_SNARE                 147      N       Y      Y      Y       8
SPELL_GUST_OF_WIND          148      N       Y      Y      Y      10
SPELL_BARKSKIN              149      N       Y      Y      N       4

SPELL_SUNRAY                150      N       Y      Y      N      27
SPELL_WARP_WEAPON           151      N       Y      Y      N      19
SPELL_HEAT_STUFF            152      N       Y      Y      N      23
SPELL_FIND_TRAPS            153      Y       Y      Y      Y      15
SPELL_FIRESTORM             154      N       Y      N      Y      22
SPELL_HASTE                 155      N       Y      Y      Y      23
SPELL_SLOW                  156      N       Y      Y      Y      19
SPELL_DUST_DEVIL            157      N       Y      N      Y       3
SPELL_KNOW_MONSTER          158      N       Y      Y      N       9
SPELL_TRANSPORT_VIA_PLANT   159      N       Y      N      N      10

SPELL_SPEAK_WITH_PLANT      160      N       Y      Y      N       7
SPELL_SILENCE               161      Y       Y      Y      Y      21
SPELL_SENDING               162      N       N      N      N      12
SPELL_TELEPORT_WO_ERROR     163      Y       Y      Y      N      40
SPELL_PORTAL                164      N       Y      N      Y      40
SPELL_DRAGON_RIDE           165      Y       Y      Y      Y      35
SPELL_MOUNT                 166      N       Y      N      Y      30


*** OBJECTS COST

Oltre a regolare la compravendita di un oggetto, il costo viene usato per
determinare il livello che un giocatore deve avere per poter prendere
l'oggetto. Di seguito ci sono varie tabelle per orientarsi nell'assegnare il
costo ad un oggetto.

Queste tabelle sono valide principalmente per armi ed armature. 
Il costo di altri tipi di oggetti si puo` evincere da queste tabelle, ma il
costo di un oggetto diverso da arma o armatura deve essere maggiore di quello
di una arma o armatura a parita` di caratteristiche, perche` le caratteristiche
si vanno a sommare a quelle delle armi ed armature.

Ad esempio se un arma ha un bonus +1 sull'hit roll, il suo costo deve essere
aumentato di 2000 monete (rispetto al costo base dell'arma). Il costo di un
anello +1 hit roll dovrebbe essere aumentato del doppio, ossia di 4000
monete. Questo perche` il +hit dell'anello si somma all'eventuale +hit
dell'arma.

In caso di malus (ad esempio un oggetto che diminuisce la forza) il valore
dell'oggetto NON dovrebbe diminuire.

Costo base di un'armatura in base alla sua classe.

AC      body/about    head/legs        feet/hands
                                       head/shield
 1          50            30                20
 2         100            70                50
 3         200           140               100
 4         400           300               200
 5         600           400               300
 6        1000           700               500
 7        2000          1400               700
 8        5000          3000              1000
 9       10000          7000              3000
10       15000         10000              5000


Costo base di un arma in base al danno.

           Numero di dadi
           
        1     2      3      4

F  1   20    50    100   1000
a  2   50   500   1000   2500
c  3  100   700   2500   5000
c  4  200  1000   3500   7000
e  5  400  2500   5000  10000
   6  500  3000   7000  15000
d  7  700  4000  10000  50000
e  8 1000  5000  15000  70000
l  9 1300  7000  50000 100000
  10 1800 10000 100000 150000
d 11 2300 12000
a 12 2800 14000
d 13 3300 
o 14 3800 


Valore dei bonus che un oggetto puo` avere con il comando A (vedi APPLIES).

STR, DEX, INT, WIS, CON, CHR                5000 x punto^2

MANA, HIT, MOVE                               50 x punto^2

MANA, HIT, MOVE REGEN                        200 x punto^2

HITROLL e DAMROLL                       +1  2000
                                        +2  5000
                                        +3  9000
                                        +4 14000
                                        +5 20000
                                        
HIT&DAM                                 +1  4000
                                        +2 10000
                                        +3 18000
                                        +4 28000
                                        +5 40000
   I valori di HITROLL, DAMROLL ed HIT&DAM vanno triplicati nel caso
   vengano applicati ad oggetti diversi dalle armi.
   
SAVING PARA, BREATH, SPELL, ROD, PETRI     1000 x punto negativo
SAVING ALL                                 5000 x punto negativo

Resistantance mask                         2000-4000 x bit^2
Immunities mask                            4000-8000 x bit^2

  I valori per resistance ed immunity andrebbero aumentati (fino al triplo) 
  in caso di oggetti diversi da armature.
  Comunque, la politica attuale di LeU e` di NON applicare immunita` agli 
  oggetti.
  
RACE SLAYER                                valore arma x 1.5
ALIGN SLAYER                               valore arma x 3

  RACE ed ALIGN SLAYER sono applicabili solo alle armi.
  
SPELL AFFECT                              1000-20000 x bit
  
  Non creare oggetti con SPELL AFFECT SANCTUARY o FIRESHIELD a meno di non
  metterci forti aspetti negativi. Chiedere comunque il parere dell'object
  o dell'area master.
  
WEAPON/EAT SPELL                          1000-50000

  WEAPON SPELL e` applicabile solo alle armi, EAT SPELL solo a cibo o bevande.
  
SPELL FAIL                               20 x punto^2
                                       
Backstab, kick, sneak, hide, bash, 
pick, steal, track                       50 x punto^2


ARMOR CLASS                              50 x punto negativo^2
  


*** OBJECT ARCHETYPE

#vnum
namelist~
short desc~
long desc~
~
<object type> <object flag> <wear flag>
<object values (four numbers)>
<weight> <value> <rent cost>
E
keywords~
Extra desc
~
A
<apply type> <modifier>

*** TIPS and OBSERVATIONS

* Items with applies to stats over +3 should be very rare on most muds,
and hard to get.

* A lot of small items make an area more interesting than a few
incredibly powerful items, for the most part.  This is very
subjective, however.

* Remember to put take wear-flags on almost everything.  It is easier to
put a take wear-flag on everything, and take off the ones you don't
need (like fountains and such).

* Don't feel limited to items players consider 'useful', such as weapons
and armour.  A giant (untakeable) monolith, and other strange and odd
items can add a lot of atmosphere to an area.

* When entering the keywords for an object,  ensure that the first
word is a general description of the object (ie 'sword' instead of
'black') and do not capitalize these keywords.

* For Liquid containers, always make the first keyword the liquid
name.  In the short description, use only the name of the object and
do not include the liquid (ie 'a glass' instead of 'a glass of milk')

* Try to add as many keywords as possible, and unless you have a good
reason not to, ensure that the long and short descriptions contain at
least one keyword.

* For short descriptions, do not end them with a period (.) and begin
the description with a definite article unless the object has a proper
name.  Again, unless the short description is a proper name, do not
capitalize the first letter.

* Long descriptions should be complete sentences with proper grammer
and should end with a period.

* Try to add extra descriptions to each object covering all the keywords.
Extra descriptions can add small interesting details to your area and
are often remembered by players.


7.  The .shp file


IMPORTANTE! Questa sezione non e` stata verificata. LeU potrebbe funzionare
in maniera differente da quanto spiegato di seguito. Sei avvertito.


        The .shp file contains all the myriad information necessary to
make a working shop in a mud.  Here is an example of a shop from the
.shp file, followed my a line-by-line explanation.

---example follows this line---
#1~
2000
2001
2002
0
0
1.2
0.8
5
9
0
0
0
%s I don't have any of those!~
%s Are you sure you have one?~
%s Sorry--I don't buy those!~
%s I can't afford that... sorry.~
%s You can't quite afford that yet... sorry.~
%s That will be %d coins.~
%s Here's %d coins for that.~
1
0
2000
0
2000
8
12
13
17
---example precedes this line---

        The explanation:

#2200~

        The vnum of the shop.  This number is not used by the mud for
        any purpose, however.


2200
...
0

        These are the vnums of the particular items the shop sells.
        Note the 0's for unused fields.

1.2
0.8

        The first number is the multiple of the markup in price for
        selling, the second the multiple for buying from the players.

5
...
0

        These are the item TYPES the shop buys. (see OBJECT TYPES in
        Part 6 of this handbook.  (this example shop buys weapons and
        armor).  Note the 0's for unused fields.


%s I don't have any of those!~
...
%s Here's %d coins for that.~

        These are all the messages the shopkeeper will say in particular
        situations.  These are better explained in 'SHOP MESSAGES' below.


1
0

        These are the shopkeeper's tempers.  See 'TEMPERS and HOURS' below.

2200

        The vnum of the shopkeeper.

0

        This field is unused at present.  Merely place a zero here.


2200

        The vnum of the room the shop will be.

8
...
17

        The hours the shop is open.  Please consult 'TEMPERS and HOURS' below.

*** SHOP MESSAGES

        The shop messages section has seven different slots for
messages.  They range as follows (in order):

What the shopkeeper says when...

1)... he doesn't have that object to sell.
2)... the player doesn't have that object to sell.
3)... he doesn't buy that type of item.
4)... he doesn't have enough money to buy an object.
5)... the player doesn't have enough money to buy an object.
6)... he sells an object.
7)... he buys an object.

        The variable %s should precede the message (for say), and %d
may also be used for the price of an object.  Note each message ends
with a tilde.

*** TEMPERS and HOURS

        A shop keeper's temper is controlled by two fields, the first
for when the player can't afford the item, the second for when a
player is attempting to kill the shopkeeper.

        Note the following messages are those included in the
dikudocs, and may not be the same from mud to mud.

Temper 1:
Value [0] The shopkeeper spits at the player
Value [1] The shopkeeper smokes a joint.

Temper 2:
Value [0] The shopkeeper warns the player, and attacks!
Value [1] The shopkeeper insults the player, and no combat takes place.

 
        The hours fields are fairly simple.  The first two are the
opening and closing hours of the shop, in 24 hour time.  The third and
fourth are ALSO the opening and closing times of the shop.  Thus, a
shop can open and close more than once each day, as in our example:

        8
        12
        13
        17

        (the example shop opens at 8am, closes at noon -- lunch? --
reopens at 1pm, and closes at 5pm).

*** SHOP ARCHETYPE

#vnum~
<item sold vnum 1>
<item sold vnum 2>
<item sold vnum 3>
<item sold vnum 4>
<item sold vnum 5>
<multiple for selling items>
<multiple for buying items>
<item type bought 1>
<item type bought 2>
<item type bought 3>
<item type bought 4>
<item type bought 5>
<message 1>
<message 2>
<message 3>
<message 4>
<message 5>
<message 6>
<message 7>
<temper 1>
<temper 2>
<shopkeeper vnum>
0
<room vnum>
<open 1>
<close 1>
<open 2>
<close 2>

 

*** TIPS and OBSERVATIONS

* Any stationary mob can be a shopkeeper... this can advance the plot of
a particular area no end if used cleverly.

* Shopkeepers don't _have_ to buy anything.  Or sell anything...


8.  The .zon file


        The .zon file tells the mud where everything goes, from the
goblin in the pit to what the knight is wielding and putting the
fountain in the square.  It also controls how and when the area is
reset.

        There are two main parts to every .zon file: the header
information, and a list of commands to be followed out by the mud.
Here is a header of a zone file for an example, followed by a line by
line example:


---example follows this line---
#22
Example Area~
2299 20 2
---example precedes this line


        Please note the example above is only the _header_ of the
file.  The examples of Zone commands will follow this explanation of
the header...


#22
 
        This is the zone number of the area.  The mud doesn't actually
        care what number goes here, but your mud-admin probably does.


Example Area~

        The name of the area.


2299 20 2

        The first number is the 'top' or 'last' number of the zone --
        the vnum of the final room of the area.

        The second number is the number of ticks between resets of the
        area.  20-30 is usually a good number.

        The third number controls how the zone is reset: a 0 is no-reset,
        a 1 is reset whenever there are no players are in the area, and
        a 2 is reset when the reset time has elapsed, no matter who or what
        is inside.
        
        There other flags for the third number, but this will be changed 
        soon. One of this flag is NoImmortal (64).


*** ZONE COMMANDS

        The zone commands tell the mud exactly how to reset a zone,
from mobs to objects, to closing doors.  Each command is given its own
line, one after the other, until the end of the file.  Comments can be
added for clarity's sake (like this: big guy with sword).

* Standard Fields:

<if-flag>     L'if-flag dice al mud di guardare ad un precedente comando.
              Se l'if-flag e` 0, il mud provera` a eseguire il comando senza
              tenere in considerazione la riuscita dei comandi precedenti.
              
              Se l'if-flag e` diverso da 0 il comando verra` eseguito solo
              se uno dei comandi precedenti e` stato eseguito con successo.
              Il comando la cui riuscita viene controllata, e` l'ultimo
              comando che ha significato per il comando da eseguire.
              
              Quindi:
              se il comando e` uno fra G, E, C, H o F, l'if-flag si
              riferira` all'ultimo comando M o C;
              se il comando e` P l'if-flag si riferira` all'ultimo comando
              O, E o G;
              se il comando e` M, O od R, l'if-flag verra` comunque ignorato.
              
              Va prestata particolare attenzione nel caso di comandi P.
              Il mud prevede la possibilita` di nidificare i comandi P, ma
              l'if-flag si riferira` sempre all'ultimo fra i comandi O, E, o
              G.
              Quindi se nel seguente caso:
              
              O 0 1000 1 1000 1
              P 1 1001 1 1000
              P 1 1002 0 1001
              
              l'oggetto 1000 viene caricato e l'oggetto 1001 non viene
              caricato, per qualche motivo, un oggetto 1002 verra` messo in
              un eventuale oggetto 1001 gia` in gioco.
              
              Si sconsigliano, quindi, comandi P nidificati.              
              
              L'if-flag e` utile per oggetti caricati su creature o dentro
              altri oggetti. Senza l'if-flag, in caso di fallimento del
              caricamento di una creatura, l'oggetto andrebbe addosso alla
              creatura immediatamente precedente caricata con successo.
              
              Ci sono altri usi che diverranno chiari mano a mano che si
              acquisisce pratica con la costruzione delle aree.

<max #>       This is the maximum number of whatever this is can exist in the
              mud.  If on a mob command, this will prevent excess mobs being
              loaded into an area.  On an object command, this limits how
              many of this object are available in the game.
              If this number is 0, this mean that there is no limit for the
              item. Be careful with 0. Use only for objects and together with
              <max room #>. Otherwise at every reset the number of that kind
              of mob will grow without limiti.
              
<max room #>  This is the maximum number of whatever this is can exist in the
              specified room. Actually this work only with the 'O' command.
              Using this number You can limit the number of an object to 
              appear in a room.



* The 'M' Command

        The 'M' zone command loads a mobiles to a certain place in the
mud.  The format is:

M <if-flag> <mob vnum> <max #> <room vnum>




* The 'O' Command

        The 'O 'zone command loads an object into a room.  This is
mostly used for unowned or immovable objects (like a stick on the
ground or a fountain).

O <if-flag> <object vnum> <max #> <room vnum> <max room #>



* The 'G' Command

        The 'G' zone command loads an object and gives it to a mobile
loaded in the command immediately previous.  Note that this is
different from the 'E' command below, in that the 'E'command loads an
object and makes the mob equip it.  A 'G' command object stays in the
mob's inventory.

G <if-flag> <object vnum> <max #>


* The 'E' Command

        The 'E' zone command loads an object and makes the mob loaded
in the command immediately previous to this one equip it.

E <if-flag> <object vnum> <max #> <equipment position>

        Where equipment position is _one_ of the following:

0       Light
1       Right Finger
2       Left Finger
3       Neck (first slot)
4       Neck (second slot)

5       Body
6       Head
7       Legs
8       Feet
9       Hands

10      Arms
11      Shield
12      About Body
13      Waist
14      Right Wrist

15      Left Wrist
16      Wield
17      Hold
18      Back
19      Right ear
20      Left ear
21      Eyes

 


* The 'P' Command

        The 'P' command loads an object, and places it into another
object (container-type) that was previously loaded.
Use just after loaded the container.

P <if-flag> <loaded object vnum> <max #> <container vnum>



* The 'D' Command
 
        The 'D' command can open, close, or close and lock a door.

D <if-flag> <room vnum> <exit #> <doorstate>

        Where exit # is the _number_ equivalent of the exit as so:

      (north)
         0                          4 (up)
         |                         /
(west) 3-+-1 (east)               +
         |                       /
         2                      5 (down)
      (south)



And Door state is:

0       Open
1       Closed
2       Closed and Locked




* The 'R' Command

  The 'R' Command is used to remove an object from a room.
  Tutti gli oggetti eventualmente contenuti nell'oggetto verranno rimossi.

R <if-flag> <object vnum> <room vnum>

* The 'K' Command

  The 'K' Command is used to remove a mob from a room.
  Tutti gli oggetti usati e nell'inventario della creatura verranno rimossi.

K <if-flag> <mobile vnum> <room vnum>

* The 'H' Command

  The 'H' command is use to add hatred to the last mob loaded. See OPINION
  below.

H <if-flag> <field> <operator>

* The 'F' Command

  The 'F' command is use to add feared to the last mob loaded. See OPINION
  below.

F <if-flag> <field> <operator>


*** OPINION

Opinion is a way to make mobs hate or fear other mobs or player. This work
with two numbers: <field> and <operator>. 

<field> can be one of the following:

1 Sex         Add hate or fear of sex
2 Race        Add hate or fear of race
3 Reserved    Do not use
4 Class       Add hate or fear of class
5 Evil        Add hate or fear of evil
6 Good        Add hate or fear of good
7 Vnum        Add hate or fear of mob with <operator> virtual number

<operator> are the following:

If <field> is 1 (Sex) <operator> is a bit mask where 1 = male. 2 = female and
4 = neutral. You nust addition numbers together. The '|' character here does
not work.

If <field> is 2 (Race) <operator> is the race number. See RACES in section
5. The .mob file for values of the race number.

If <field> is 2 (Class) <operator> is the class number to hate/fear. The
classes are: 

  0  mage
  1  clerics
  2  warrior
  3  thief
  4  druid
  5  monk
  6  barbarian
  7  sorcerer
  8  paladin
  9  ranger
 10  psionist

If <field> is 5 (Evil) or 6 (Good) <operator> is the alignment level of target
mob/player below (or above for Good) that the mob hates of fears the target.
This number should go from 0 to -1000 for Evil and from 0 to -1000 por Good.
Mobs/Players with alignment beetween 350 and -350 are considered neutrals.



*** ZONE ARCHETYPE

#<zone #>
name of area~
<last room in area> <reset time> <reset type>
<zone commands>
S





*** TIPS and OBSERVATIONS

* Remember, a functioning door is a door from both sides, and needs to
be closed from both sides.  Thus, 2 door commands for each door.
 
* The 'P' command gets confused if you try to load multiple objects
into multiple containers IF the containers are all the same object.
The solution is to copy the container over into the .obj file with a
different vnum however many different containers you need.

* Comment your zone files as much as possible. Doing this makes it much
easier to debug your zone file if there happens to be an error in it.
See the appendicies for examples.


9.  Putting it all together.

        This section is simply composed of building tips for novice
builders.  This is very subjective, and based on the experiences of
the builders at the Curious Area Workshop.  Not all these techniques
may be of use to your average builder.

 
* Learn to build without a dikueditor first:

      - It is a lot easier to troubleshoot when you understand what
        exactly goes on with all those numbers in those files...


* Do it on paper first.  Do it big:

      - Areas always seem to shrink while you're building it, from a
        cross of aggravation and editing.  Having a map to work from
        helps a LOT when doing exits, and provides a visual impetus
        to getting all those tedious bits done.


* Do the .wld file first:

      - The .wld file almost always takes the longest.  Once past that
        long fight, the .mob and the rest will come easier.

 
* Your .zon file will always be wrong on the first try:

      - Get used to it.


* For random mob distribution, use this method:

      - (this was contributed by Locke of CthulhuMUD)
        Make a room, with exits to all the places that you would
        like mobs to come out of, in all 6 directions.  Load all
        mobs to be randomly distributed in this room, and they'll
        choose and walk out themselves!  (if they're not sentinel).

        For a big area, several of these 'mob chutes' can be connected
        for a bubble-sort effect.
 

* An area will take twice as long as you think it will to build:

      - a certain boredom sets in sometimes.  just set it aside for
        awhile if this happens; it is better to build when you want to
        then turn out something uninspired.


* Be fair with the items:

      - Good items should be hard to get.  Lousy items should require
        much less effort.  Give the most powerful items actually _to_
        a mob; thieves and mages can often steal stuff on the ground
        without even bothering with the mob.


* Decide what players you want playing in your area.

      - Keep in mind what levels and player types your area is geared
        for and follow through with that in mind.  Make it fun and
        challenging for the players.


* Have fun building it.

      - Try to make a well-rounded area that you both enjoy building and
        looking over afterwards.  If you don't like what you see when you
        are done, don't delete your creations, go through and find out
        what you don't like, then try to change thoes things until you
        like them.  Another good reason for not deleting them is that you
        can get them out a year later and give them to someone else as an
        example of what an area looks like on 'paper'


Contributions to this section are welcome, and will be added with
proper credits.


10.  Credits

BenemMUD Builder Handbook is based on Build Handbook 2.0 from Builder_5
(furry@cambot.res.jhu.edu). Special thanks to him and his staff.


Benem
July, 20 1997
benem@mclink.it


