Cleft of Dimensions Wiki
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This page will provide an overview all the object types and their data slots.
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This page will detail all the object types and their data slots.
   
===[[light]]===
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===light===
 
*[v2] Light duration : in item pulses. -1 is infinite.
 
*[v2] Light duration : in item pulses. -1 is infinite.
   
===[[scroll]] & [[potion]] & [[pill]]===
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===scroll & potion & pill===
 
*[v0] Level: Level that the spells are cast at
 
*[v0] Level: Level that the spells are cast at
 
*[v1] Spell: The first spell that it casts
 
*[v1] Spell: The first spell that it casts
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*[v4] Spell: The fourth spell that it casts
 
*[v4] Spell: The fourth spell that it casts
   
===[[wand]] & [[staff]]===
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===wand & staff===
 
*[v0] Level: Level that the spell is cast it.
 
*[v0] Level: Level that the spell is cast it.
 
*[v1] Charges Total: Maximum charges.
 
*[v1] Charges Total: Maximum charges.
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*[v3] Spell: Which spell the wand or spell casts.
 
*[v3] Spell: Which spell the wand or spell casts.
   
===[[weapon]]===
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===weapon===
*''See the main article at [[weapons]]''
 
 
 
*[v0] Weapon class: Which skill (short piercing, etc) is used with this 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
 
*[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
 
*[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)
 
*[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 [[Flags_Compendium#WTYPE_FLAGS]] )
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*[v4] Special type: Flags like twohand, flaming, empowering, etc (see [Flags Compendium]
   
===[[armor]]===
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===armor===
 
*[v0] Ac pierce
 
*[v0] Ac pierce
 
*[v1] Ac bash
 
*[v1] Ac bash
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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).
 
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]]===
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===furniture===
 
*[v0] Max people: Maximum number of characters that can use that piece of furniture
 
*[v0] Max people: Maximum number of characters that can use that piece of furniture
*[v1] Max weight: Probably does nothing
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*[v1] Max weight:
*[v2] Furniture Flags: (see below)
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*[v2] Furniture Flags:
*[v3] Heal bonus: A percentage. Less than 100 will result in a regeneration penalty.
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*[v3] Heal bonus:
*[v4] Mana bonus: A percentage. Less than 100 will result in a regeneration penalty.
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*[v4] Mana bonus:
   
 
====Furntiure Flags====
 
====Furntiure Flags====
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:These do nothing.
 
:These do nothing.
   
===[[container]]===
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===container===
*''See the main article at [[container]]''
 
 
 
*[v0] Weight: The amount of weight, in tenths of pounds, that this container can hold.
 
*[v0] Weight: The amount of weight, in tenths of pounds, that this container can hold.
*[v1] [[Container#Container Flags|Container Flags]]
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*[v1] Flags: See below!
 
*[v2] Key: The object you need to lock or unlock this container (assuming it is closeable)
 
*[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.
 
*[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.
 
*[v4] Weight Mult: Items in this container have their weight multiplied buy this number/100, so you can have bags that reduce weight.
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====Container Flags====
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*closeable: Similar to the Door flag on an exit; this needs to be on for most of the other flags to be usable.
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*pickproof: Object can't be picked open. There aren't any easy/hard flags for these so the chance is just the same as the player's pick lock skill.
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*closed: Container is closed and needs to be opened before its contents can be manipulated.
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*locked: Container is locked and needs to be picked or unlocked with its key (obj's v2)
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*puton: Echoes for this container become "$n puts $p '''on''' $P" instead of "$n puts $p '''in''' $P"
   
===[[drinkcontainer]] & [[fountain]] ===
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===drinkcontainer & fountain ===
*''See the main article at [[liquid]]''
 
 
 
*[v0] Liquid Total: The size (in single units of liquid) of the container.
 
*[v0] Liquid Total: The size (in single units of liquid) of the container.
 
*[v1] Liquid Left: The amount of liquid left
 
*[v1] Liquid Left: The amount of liquid left
*[v2] Liquid: The type of [[liquid]] in this container or fountain
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*[v2] Liquid: The type of [[liquid]]
*[v3] Poisoned: Yes or no. Defunct.
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*[v3] Poisoned: Yes or no. This one only applies to drink containers.
   
 
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 [[Liquid#Liquids Table|List of Liquids]] for details.
 
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 [[Liquid#Liquids Table|List of Liquids]] for details.
   
===[[food]]===
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===food===
*[v0] Full hours: How filling this food is; being full keeps you from eating other things.
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*[v0] Food hours: The number of hours that this food will nourish the player.
*[v1] Food hours: The number of hours that this food will nourish the player.
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*[v1] Full hours: How filling this food is; being full keeps you from eating other things.
 
*[v2] Spell level: The level that the spell in v4 is cast at when this obj is eaten.
 
*[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.
 
*[v3] Poisoned: Yes or no, similar to beverages.
 
*[v4] Spell: Which spell is cast on the player when this is eaten.
 
*[v4] Spell: Which spell is cast on the player when this is eaten.
   
===[[money]]===
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===money===
*''See the main article at [[Money]]''
 
 
 
*[v0] Silver: Number of silver coins
 
*[v0] Silver: Number of silver coins
 
*[v1] Gold: Number of gold coins
 
*[v1] Gold: Number of gold coins
   
=== [[portal]] & exit ===
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=== portal & exit ===
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These all have the same data types but exit doesn't do anything.
*''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
 
*[v0] Charges: Number of charges on the portal
*[v1] [[Exit#Exit Flags|Exit Flags]]
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*[v1] Exit Flags: Same as any other exit
*[v2] [[Portal#Portal Flags|Portal Flags]]
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*[v2] Portal Flags: Portal flags (see below)
 
*[v3] Goes to (vnum): The room vnum this portal goes to. -1 is the same as adding the random portal flag.
 
*[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.
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*[v4] Key: Same as a container; The object needed to lock or unlock this thing.
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====Portal Flags====
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*Normal_exit: Makes the message "You enter $p" rather than "You walk through $p and find yourself somewhere..." and "$n has arrived" rather than "$n has arrived through $p".
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*no_curse: In stock ROM, you can't go through here if you're cursed, but this is commented out in CoD.
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*go_with: The portal object goes to the room that the player ends up in after the player goes through.
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*buggy: Has a 5% chance to shunt the player to a random room instead of the actual destination.
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*random: Sends the player to a random room.
   
=== [[vehicle]] ===
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=== vehicle ===
 
*''See the main article at [[Vehicle]]''
 
*''See the main article at [[Vehicle]]''
* [v0] [[Vehicle#Vehicle Flags|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===
 
===slotmachine===
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* Has flags like a spellcasting item (in fact, gun and ammo are exactly the same) but they don't do anything in the code.
 
* 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]]===
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===rod===
 
*[v0] Level: The level that the spell is cast at.
 
*[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.
 
*[v1] Lag Time: The number of obj pulses before you can use the item again.
 
*[v2] Spell: Which spell this item casts.
 
*[v2] Spell: Which spell this item casts.
   
===[[Event Items|event]]===
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===event===
   
 
*[v0] Mprog number: The mprog you want this item to call goes here. Delays and counters won't work.
 
*[v0] Mprog number: The mprog you want this item to call goes here. Delays and counters won't work.
*[v1] Charges Total: Maximum charges
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*[v1] Charges Total: See wands
*[v2] Charges Left: Charges left
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*[v2] Charges Left: See wands
*[v4] Lag Time: The number of obj pulses before you can use the item again.
 
   
 
*VARIABLES:
 
*VARIABLES:
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===everything else===
 
===everything else===
[[trash]], [[treasure]], [[key]], boat, [[corpse|npccorpse]], [[corpse|pccorpse]], protect, map, warpstone, roomkey, gem, jewelry, and jukebox have no properties to set.
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trash, treasure, key, boat, npccorpse, pccorpse, protect, map, warpstone, roomkey, gem, jewelry, and jukebox have no properties to set.
   
 
[[Category:Technical Information]]
 
[[Category:Technical Information]]
[[Category:Item Types|*]]
 

Latest revision as of 01:43, 9 February 2013

This page will detail 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 [Flags Compendium]

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:
  • [v2] Furniture Flags:
  • [v3] Heal bonus:
  • [v4] Mana bonus:

Furntiure 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] Flags: See below!
  • [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.

Container Flags[]

  • closeable: Similar to the Door flag on an exit; this needs to be on for most of the other flags to be usable.
  • pickproof: Object can't be picked open. There aren't any easy/hard flags for these so the chance is just the same as the player's pick lock skill.
  • closed: Container is closed and needs to be opened before its contents can be manipulated.
  • locked: Container is locked and needs to be picked or unlocked with its key (obj's v2)
  • puton: Echoes for this container become "$n puts $p on $P" instead of "$n puts $p in $P"

drinkcontainer & fountain[]

  • [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
  • [v3] Poisoned: Yes or no. This one only applies to drink containers.

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] Food hours: The number of hours that this food will nourish the player.
  • [v1] Full hours: How filling this food is; being full keeps you from eating other things.
  • [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[]

  • [v0] Silver: Number of silver coins
  • [v1] Gold: Number of gold coins

portal & exit[]

These all have the same data types but exit doesn't do anything.

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

Portal Flags[]

  • Normal_exit: Makes the message "You enter $p" rather than "You walk through $p and find yourself somewhere..." and "$n has arrived" rather than "$n has arrived through $p".
  • no_curse: In stock ROM, you can't go through here if you're cursed, but this is commented out in CoD.
  • go_with: The portal object goes to the room that the player ends up in after the player goes through.
  • buggy: Has a 5% chance to shunt the player to a random room instead of the actual destination.
  • random: Sends the player to a random room.

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.

event[]

  • [v0] Mprog number: The mprog you want this item to call goes here. Delays and counters won't work.
  • [v1] Charges Total: See wands
  • [v2] Charges Left: See wands
  • 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.