Flags Compendium/Obj Types

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This page will provide an overview all the object types and their data slots.

light

  • [v2] Light duration : in item pulses. -1 is infinite.

scroll & potion & pill

  • [v0] Level: Level that the spells are cast at
  • [v1] Spell: The first spell that it casts
  • [v2] Spell: The second spell that it casts
  • [v3] Spell: The third spell that it casts
  • [v4] Spell: The fourth spell that it casts

wand & staff

  • [v0] Level: Level that the spell is cast it.
  • [v1] Charges Total: Maximum charges.
  • [v2] Charges Left: Number of charges left.
  • [v3] Spell: Which spell the wand or spell casts.

weapon

  • [v0] Weapon class: Which skill (short piercing, etc) is used with this weapon.
  • [v1] Number of dice: the X in the XdY calculation for the weapon's damage
  • [v2] Type of dice: the Y in the XdY calculation for the weapon's damage
  • [v3] Type: Damage noun and thus damage type this weapon uses (slash, pound, grep, laser, etc)
  • [v4] Special type: Flags like twohand, flaming, empowering, etc (see Weapons#Weapon_Flags )

armor

  • [v0] Ac pierce
  • [v1] Ac bash
  • [v2] Ac slash
  • [v3] Ac exotic

Armor objects are the only thing that can modify a character's different armor types separately. These values are subtracted from the wearer's armor scores (making them better when positive numbers are used).

furniture

  • [v0] Max people: Maximum number of characters that can use that piece of furniture
  • [v1] Max weight: Probably does nothing
  • [v2] Furniture Flags: (see below)
  • [v3] Heal bonus: A percentage. Less than 100 will result in a regeneration penalty.
  • [v4] Mana bonus: A percentage. Less than 100 will result in a regeneration penalty.

Furniture Flags

  • stand_at
  • stand_on
  • stand_in
  • sit_at
  • sit_on
  • sit_in
  • rest_at
  • rest_on
  • rest_in
  • sleep_at
  • sleep_on
  • sleep_in
These specify how you can position yourself with the object and which preposition it uses. If the object has more than one for any given position, At takes precedence over On takes precedence over In.
  • put_at
  • put_on
  • put_in
  • put_inside
These do nothing.

container

  • [v0] Weight: The amount of weight, in tenths of pounds, that this container can hold.
  • [v1] Container Flags
  • [v2] Key: The object you need to lock or unlock this container (assuming it is closeable)
  • [v3] Capacity: The absolute number of items this object can hold.
  • [v4] Weight Mult: Items in this container have their weight multiplied buy this number/100, so you can have bags that reduce weight.

drinkcontainer & fountain

  • See the main article at liquid
  • [v0] Liquid Total: The size (in single units of liquid) of the container.
  • [v1] Liquid Left: The amount of liquid left
  • [v2] Liquid: The type of liquid in this container or fountain
  • [v3] Poisoned: Yes or no. Defunct.

One drink's worth of liquid takes up different amounts of space depending on the liquid. One drink of water takes up 16 units. One drink of vodka takes up 2 units. See the List of Liquids for details.

food

  • [v0] Full hours: How filling this food is; being full keeps you from eating other things.
  • [v1] Food hours: The number of hours that this food will nourish the player.
  • [v2] Spell level: The level that the spell in v4 is cast at when this obj is eaten.
  • [v3] Poisoned: Yes or no, similar to beverages.
  • [v4] Spell: Which spell is cast on the player when this is eaten.

money

  • See the main article at Money
  • [v0] Silver: Number of silver coins
  • [v1] Gold: Number of gold coins

portal & exit

  • See the main article at Portal

The 'exit' item type is uncoded but has the same values as a portal.

  • [v0] Charges: Number of charges on the portal
  • [v1] Exit Flags
  • [v2] Portal Flags
  • [v3] Goes to (vnum): The room vnum this portal goes to. -1 is the same as adding the random portal flag.
  • [v4] Key: The object needed to lock or unlock this thing.

vehicle

  • See the main article at Vehicle
  • [v0] Vehicle Flags
  • [v1] Key: Players sitting on the vehicle must have this item in their inventory to drive it.
  • [v2] Capacity: he number of players or mobs that can sit in the vehicle at one time.
  • [v3] MV Regen: A percentage which modifies the movement regeneration rate of anyone sitting in the vehicle.

slotmachine

Type "Game slots" at a slot machine to spin the wheel. Slot machines can have their cost and jackpot size specified in the object template. You win the entire jackpot if all three wheels match. The jackpot accumulates as people play the game.

  • [v0] Gold Cost: Gold cost per game.
  • [v1] Jackpot Value: How much money winners get.
  • [v2] Number of Bars: 3 or 5 wheels on the machine.
  • [v3] Partial Jackpot: True or false (1 or 0) Allows for partial wins when only some of the wheels match.
  • [v4] Freeze Jackpot: True or false (1 or 0) If set, the jackpot doesn't change as people play.

gun & ammo

  • Has flags like a spellcasting item (in fact, gun and ammo are exactly the same) but they don't do anything in the code.

rod

  • [v0] Level: The level that the spell is cast at.
  • [v1] Lag Time: The number of obj pulses before you can use the item again.
  • [v2] Spell: Which spell this item casts.
  • [v3] Cooldown left: Number of obj pulses (minutes) until usable again
    • This cannot be set on the object's template, but is set equal to v4 when the object is used and then decreased by 1 every pulse until it reaches 0, rendering the object usable again.

event

  • [v0] Mprog number: The mprog you want this item to call goes here. Delays and counters won't work.
  • [v1] Charges Total: Maximum charges
  • [v2] Charges Left: Charges left
  • [v3] Cooldown left: Number of obj pulses (minutes) until usable again
    • This cannot be set on the object's template, but is set equal to v4 when the object is used and then decreased by 1 every pulse until it reaches 0, rendering the object usable again.
  • [v4] Lag Time: The number of obj pulses before you can use the item again.
  • VARIABLES:
    • $n = target
    • $o = target object in inventory
    • $p = the item itself
    • $y = the user

everything else

trash, treasure, key, boat, npccorpse, pccorpse, protect, map, warpstone, roomkey, gem, jewelry, and jukebox have no properties to set.