Object Values

Several item types in Dawn of the Ages have special values associated with slots [V1] through [V4]. This document explains what each special value denotes for each item that needs them. The list of item types are:

armorbucklercontainerdrink
foodfountainfurnitureinstrument
lightmoneypillportal
potionringscrollsheath
staffwandweapon

Recall that the format for items is this:

#[vnum]
name list~
short description~
long description~
material~
[item type] [extra flags] [wear flags]
[V0] [V1] [V2] [V3] [V4]
[level] [weight] [cost] [condition]
[applies]
[flags]
[extended object description keyword]~
[extended object description text]
~

Again, the emphasis below will be on the values for the slots [V0] [V1] [V2] [V3] [V4] . For other object details, click here.

Armor and Bucklers:

#3045 
jacket scale mail~ 
a scale mail jacket~ 
A scale mail jacket is lying on the ground.~ 
steel~ 
armor 0 AD 
3 4 4 0 2  <--------------- (slots [V0] through [V4])
5 160 850 G 

Armor and bucklers have exactly the same setup. The setup is given below, however, note that Dawn of the Ages no longer relies on the slots to determine the AC of armors and bucklers. The AC of an armor now depends on its material and level.

V0 is armor vs. pierce.

V1 is armor vs. bash.

V2 is armor vs. slash.

V3 is armor vs. exotic weapons.

V4 is bulk.

Bulk is currently unused by the code, but please enter it so that when it is implemented, your file will be current. A listing of example bulks follows:

clothing0
buckler0
hard leather1
small shield1
scale/chainmail2
medium shield2
platemail3
kite shield3
light plate armor4
tower shield4
heavy plate armor5

Bucklers:

See armor and bucklers above.

Containers:

#3032 
bag~ 
a bag~ 
A small bag.~ 
leather~ 
container 0 A 
50 0 0 5 100  <--------------- (slots [V0] through [V4])
0 10 9 G 

V0 holds the maximum weight that the container may store.

V1 holds container flags, a list of which follows.

V2 holds the VNum of the key to the container. Keep it with zero if there is no key.

V3 holds the maximum weight of a given object that the container may store.

(i.e.: the above bag may be able to hold 50 pounds, but the opening of the bag is so small that nothing larger than a 5 pound object can fit through it. The bag could then hold up to 10 5 pound objects, 50 1 pound objects, some combination thereof, or some other combination of weights.)

V4 holds the weight multiplier of the container, which is a number that may not be less than 1.

A weight multiplier of 100 means that the objects, while inside the container, weight 100% of their normal weight. If V4 were set to, for example, 75, the objects would weigh 75% of normal (a 100 pound object would have an effective weight of 75 pounds); if V4 were set to 125, objects would weigh 125% of normal (the 100 pound object would weigh 125 pounds). Be conservative with weight multipliers -- a container with, for example, a weight multiplier of 1% is an extremely powerful item!

Below is a list of container flags for slot V1:

Acloseablecontainer can be closed
Bpickproofthe lock of the container can not be picked
Cclosedcontainer is closed when resetted
Dlockedcontainer is locked
Eput-on?
Flockablecontainer is lockable
Laccept-limitedlimited eq can be put in the container
Ssavedcontents will be saved to disk
Tsingle taketake items out of container one at a time

Drink containers:

#3138 
skin water buffalo~ 
a buffalo water skin~ 
A bloated dead buffalo is on the floor.~ 
leather~ 
drink 0 A 
64 64 'water' 0 0  <--------------- (slots [V0] through [V4])
0 40 24 G 

V0 is the maximum amount of liquid the container may hold (64 here).

V1 is the current amount it holds (64 here, as the container is full, but it will decrease as the player drinks from it. You may also make half-full containers that may be filled up.)

V2 is the type of liquid the container holds when it is loaded (water here). A list of acceptable liquid types is below.

V3 has the following settings:

0 for normal
1 for poisoned
2 for plagued
3 for healing liquid

V4 is unused and should be set to zero (0).

A listing of acceptable liquid types follows:

NameColorProofHungerThirst
waterclear0110
beeramber1218
red wineburgundy3018
alebrown1518
dark aledark1618
whiskygolden12015
lemonadepink019
firebreatherboiling19004
local specialtyclear15113
slime mold juicegreen02-8
milkwhite029
teatan018
coffeeblack018
bloodred02-1
salt waterclear01-2
cokebrown029
root beerbrown029
elvish winegreen3528
white winegolden2818
champagnegolden3218
meadhoney-colored3428
rose winepink2618
benedictine wineburgundy4018
vodkaclear13015
cranberry juicered019
orange juiceorange029
absinthegreen20014
brandygolden8015
aquavitclear14015
schnappsclear9015
icewinepurple5026
amontilladoburgundy3528
sherryred3827
framboisered5017
rumamber15114
cordialclear10015
red beerred2018
pilznercreamy1618
wheat beeryellow1518

Don't forget: Liquids aren't poisoned, plagued or have healing affects. Only containers are effected by those flags.

Food:

#3014 
danish blueberry~ 
a blueberry danish~ 
A scrumptious blueberry danish is here.~ 
food~ 
food 0 A 
6 8 0 0 0  <--------------- (slots [V0] through [V4])
0 10 5 P 

V0 holds the number of game hours the food will keep the person who eats it full.

V1 holds the number of hours it will keep the person from getting hungry.

(Think of it as the distinction between food caloric value and food density -- pasta is both dense and high calorie, so the fullness and hunger values of a plate of linguine should be roughly the same -- whereas cotton candy as a high calorie value but a low density, so you can eat a lot more of it before you get full, but the sugar will keep you from feeling hungry.)

V2 is unused and held with a zero (0).

V3 is either zero (0) for normal or A for poisoned.

V4 is unused and held with a zero (0).

Fountains:

#9601 
fountain water~
a fountain~ 
A large fountain is here gurgling out an endless stream of water.~ 
marble~ 
fountain G 0 
100000 100000 'water' 0 0  <--------------- (slots [V0] through [V4])
0 0 0 P 

V0 and V1 for fountains are technically set the same as drink containers (max capacity and current capacity) but since a fountain holds an endless supply of liquid, usually V0 and V1 are set to some arbitrarily large number. Any number above zero should work fine. :)

V2 is the type of liquid the fountain holds. Any liquid in the table associated with drink containers will work in a fountain.

V3 and V4 are held with zeroes.

(And yes, you can have fountains of wine, or fountains of coffee :)

Furniture:

#XX00 
white wicker couch~ 
a white wicker couch~ 
A white wicker couch with pink cushions is tucked into a corner.~ 
wood~ 
furniture 0 0 
2 200 BEHKN 100 100  <--------------- (slots [V0] through [V4])
0 0 0 P 

V0 is the number of people that can fit onto the piece of furniture (in the case of the couch above, two (2) people).

V1 is the total weight the piece of furniture can support (200 pounds here, meaning while in theory two (2) people can sit on the couch, the people sitting on it can't weigh more than a total of 200 pounds).

V2 is furniture flags, which determine the messages players will see when entering the room and another player is using the furniture.

The couch above, for example, can be sat on, rested on, slept on, stood on, and have things put on it. However, a bathtub might be sat in, rested in, have no setting for sleep (sleeping in a bathtub is a bad idea) and allow things to be put in it -- hence the configurability on the messages. You can only flag the furniture with one of each type of message -- one sit, one rest, one sleep, one stand and one put -- and you don't have to use all of them, as mentioned above in the bathtub example. A list of flags is below.

V3 determines how much of a healing bonus or penalty the person receives for using the furniture - look at the section dealing with heal/mana bonus/penalty under #ROOMS.

V4 determines the mana recovery bonus or penalty. 100 is normal heal/mana recovery.

A list of furniture flags for V2 follows:

A     Stand at
B     Stand on
C     Stand in
D     Sit at
E     Sit on
F     Sit in
G     Rest at
H     Rest on
I     Rest in
J     Sleep at
K     Sleep on
L     Sleep in
M     Put at
N     Put on
O     Put in
P     Put inside

(Note that the Put flags in furniture are not yet enabled, but please design your furniture using them anyhow, so that when the code is written, your area will be current to it.)

Instrument:

#XX00
wangdoodle brass horn instrument~
a wangdoodle~
An unusual looking horn lays on its side.~
brass~
instrument ABGIf AOz
15 10 10 'haste' 0  <--------------- (slots [V0] through [V4])
15 100 3000 P
A 3 2
A 13 5
F A 25 5 D
E
wangdoodle brass horn instrument~
 You don't know what to make of it. It's a jumbled mess of three mouthpieces, 
four horns, and two handfuls of finger keys and piston valves. It has a keen
shine to it, though, indicating the true love its owner has for it.
~

V0 is the level of the spell the instrument will cast.

V1 is the number of maximum charges the instrument can carry.

V2 is the number of current charges the instrument has.

V3 is the spell the instrument can cast.

V4 is unused and should be held with a zero (0).

Light:

#3031 
lantern~ 
a hooded brass lantern~ 
A hooded brass lantern has been left here.~ 
brass~ 
light 0 A 
0 0 250 0 0  <--------------- (slots [V0] through [V4])
0 40 75 P 
E 
letters~ 
They say, "Use 'hold lantern' to activate." 
~ 
E 
lantern~ 
It is a large and robust but somewhat battered oil lantern made from brass, 
equipped with a handle to make it handy and a hood to protect its flame. Some 
letters have been scratched on its bottom. 
~ 

V0 and V1 are empty and held with zeroes (0).

V2 is the light duration in game hours (250 hours in the lantern above.) If V2 is set to -1, the light is permanent.

V3 and V4 are empty and held with zeroes (0).

Money:

#3132 
silver coins~ 
the silver coins~ 
A lot of silver is here.~ 
silver~ 
money 0 A 
1000 0 0 0 0  <--------------- (slots [V0] through [V4])
0 0 0 P 
E 
silver~ 
Looks like at least a thousand coins. 
~ 

V0 is the silver value (in the case above, 1000) of the money object.

V1 is the gold value (remember that Dawn of the Ages uses both silver and gold coins).

V2 V3 and V4 are empty and held with zeroes (0).

Pills:

See potions, scrolls, and pills below.

Portals:

#XX00 
black hole~ 
a black hole~ 
A swirling black hole spins in the centre of the room.~ 
energy~ 
portal 0 0 
0 0 D 2400 0  <--------------- (slots [V0] through [V4])
0 0 0 P 

V0 is the number of charges the portal has (for limited use portals) -- similar to how a wand or staff has charges. Set it to zero (0) for a permanent portal.

V1 is exit flags -- see the section of #ROOMS dealing with doors for a listing of usable exit flags.

V2 is gate flags. A listing of gate flags is below.

V3 is the vnum of the room that the portal goes to.

V4 is unused, and held with a zero.

The following gate flags are defined:

Anormalshould be set if no other portal flags are used
Bno-cursecan't be used by people who are cursed
Cgo-withportal entrance moves with the person using it
Dbuggychance it will teleport the person to a random room
Erandomwill always teleport the person to a random room
Nenter-carrythe portal can be entered while being carried

Potions, Scrolls and Pills:

#3241 
potion yellow~ 
a yellow potion of see invisible~ 
A small yellow potion has carelessly been left here.~ 
glass~ 
potion G AO 
12 'detect invis' '' '' ''  <--------------- (slots [V0] through [V4])
0 10 220 P 
E 
potion yellow~ 
The potion has a small label 'Detect The Invisible'. 
~ 

Potions, scrolls and pills have exactly the same setup.

V0 holds the level of the spell (this potion having a level 12 detect invis spell in it).

V1 V2 V3 and V4 hold the spells -- potions, scrolls and pills may have up to four (4) spells in them. Should you not wish to have all four slots filled, use empty quotes (as shown in the above example, a potion with only one spell) as placeholders.

Rings:

#3364
ring signet~
a city guard signet ring~
You see a ring with a strange symbol on the floor.~
copper~
ring G AB
10 0 0 0 0 <--------------- (slots [V0] through [V4])
16 10 1280 P

V0 is the power of the ring.

A character in Dawn of the Ages can wear up to 6 rings, but only if their added power does not exceed 60. V0 must be a number between 10 and 60. A power of 60 means, that the character can wear only this one ring. This should only be used for very special rings! A power of 30 means, that the char can use two of these rings, and so on.

V1 V2 V3 and V4 are unused and held with zeroes (0).

Scrolls:

See potions, scrolls, and pills above.

Sheaths:

#3032 
sheath blue~ 
a blue sheath~ 
A blue sheath lays on the ground.~ 
leather~ 
sheath 0 A 
5 0 0 5 100  <--------------- (slots [V0] through [V4])
0 10 9 G 

V0 V1 V2 and V3 are unused and held with zeroes (0).

V4 holds the weight multiplier of the sheath, which is a number that may not be less than 1. See the discussion of weight multipliers above in the listing on containers. However, only on rare occasions should this be other than 100. (If in doubt, ask an implementor.)

Staves and Wands:

#3044 
wand magic missile missiles~ 
a wand of magic missiles~ 
a wooden stick lies on the ground.~ 
wood~ 
wand G AO 
4 10 10 'magic missile' 0  <--------------- (slots [V0] through [V4])
2 10 320 P 
E 
wand~ 
It has a little note that says 'point this end at target'. 
~ 

Staves and wands have exactly the same setup.

V0 is spell level (the example wand having a 4th level magic missile) of the spell the staff or wand casts.

V1 is the maximum number of charges the item has.

V2 is the current number of charges (the mud will decrement the charge number as the staff or wand is used, but you could also make a half-charged item that could be refilled with the 'recharge' spell.)

V3 is the spell name of the spell the item casts, which must be enclosed in quotes.

V4 is unused and held with a zero (0).

Wands:

See staves and wands above.

Weapons:

#3005 
scimitar blade~ 
Hassan's scimitar~ 
Hassan's scimitar lies upon the ground, waiting for its owner.~ 
adamantite~ 
weapon BI AN 
sword 4 10 cleave EF  <--------------- (slots [V0] through [V4])
42 450 5600 P 
E 
scimitar blade~ 
It is quite heavy. The blade is made of some metal that you can't even spell. 
The edge of the blade looks as if it could cut through anything or anyone.
~ 

V0 is the weapon type (sword in the example above.)

V1 is the number of dice (4 in the example above.)

V2 is the number of sides each die has (10 in the example above.)

V3 is the damage message (cleave.)

V4 holds the weapon flags (E is vorpal, F is two-handed.)

Dawn uses several different weapon types (slot V0). They are as follows: axe, bow, dagger, exotic, flail, mace, maingauche, polearm, sling, spear, sword, and whip. The maingauche is a type of dagger that, when used by thieves, allows a defensive bonus to that class.

Acceptable damage messages (for V3) are listed in the mobiles section, and a listing of acceptable weapon flags follows:

A     flaming         
B     frost           
C     vampiric         (energy drain)
D     sharp           
E     vorpal          
F     two-handed      
G     shocking         (electrical)
H     poisoned        
I     hellfire        
J     lethal          
K     sanced          
L     doomed          
M     elemental       
N     absorbing       
O     spiritual       
P     draining        
Q     silenced        
R     defending       
S     quickstriking   
T     shieldbreaking  
U     putrescent      
V     godforged       

Important Note: The following combinations of weapon flags are not allowed and may cause the implementor to strip the weapon from your area:

vampiric/draining
sanced/doomed
absorbing/draining