tbamud/doc/building.txt
Jason "Opie" Babo 935a9391e0 Update building.txt
Formatting and typo.
2015-03-26 09:35:58 +00:00

1904 lines
85 KiB
Text
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

If you have any additions, corrections, ideas, or bug reports please stop by the
Builder Academy at telnet://tbamud.com:9091 or email rumble@tbamud.com -- Rumble
The tbaMUD Builders Manual
Originall by Jeremy Elson
This document describes how to create tbaMUD areas, and specifies the file
formats for worlds, monsters, objects, shops, triggers, and zones, as well as
providing examples of each. All information necessary to build worlds can be
found in this document.
The intended audience is world builders interested in creating new worlds,
implementors who need to decode existing world files, and coders extending the
current world specification. Thanks to Jeff Fink (Teker) for documenting the
shop format (as well as for submitting the shop code itself!), and Alex Fletcher
(Furry) for writing parts of the Introduction.
More information about tbaMUD can be found at the http://tbamud.com
Contents
1 Introduction
1.1 Your Job as a Tiny World Architect
1.2 Game Balance
1.3 Making Your Areas Interesting
1.4 Using World-Building Programs
2 The Mechanics of World Building
2.1 Overview of the MUD World
2.2 Learning By Example
2.3 tbaMUD World Files
2.4 Using Bitvectors
2.5 Adding New Areas to the MUD
3 World (Room) Files
3.1 The Format of a Room
3.2 The Direction Field
3.3 Room Extra Descriptions
3.4 World File Example
4 Mobile (Monster) Files
4.1 The Format of a Mobile
4.2 Type S Mobiles
4.3 Type S Mobile Example
4.4 Type E Mobiles
4.5 Type E Mobile Example
4.6 E-Spec Keywords Valid in tbaMUD
5 Object Files
5.1 The Format of an Object
5.2 Object Value Definitions
5.3 Object Extra Descriptions
5.4 Object Affect Fields
5.5 Object File Example
6 Zone Files
6.1 The Format of a Zone File
6.2 Zone Commands
6.3 Zone File Example
7 Shop Files
7.1 tbaMUD v3 Shop Format
7.2 Item Name Lists for v3 Shops
7.3 The DikuMud Gamma and tbaMUD 2.20 Shop Format
8 Trigger Files
8.1 The Format of a Trigger File
8.2 Trigger File Example
A Spell Numbers
B Item Values for Drink Containers
1 Introduction
This file explains the in-depth details of how to modify the World files manually.
Thanks to our robust on-line creation system this is rarely, if ever, necessary.
But, there are many good building tips and tricks throughout that need to be
saved. So read on and be thankful that you no longer have to build by writing
in these special formats in a text editor. Rejoice for we have menu driven
OLC in game to make building so much easier.
1.1 Your Job as a Tinyworld Architect
As a Tinyworld Architect or Builder, your job is to create the virtual world in
which players can roam around, solve puzzles, find treasures, and gain
experience. A Builder creates the rooms, objects, and monsters with which
players will interact, defining their textual descriptions, stats, abilities,
and other special properties. A Builder should not be confused with the MUDs
Coder, whose job it is to modify the C code that makes the tbaMUD server
actually run. A Builder does not need to be a programmer, and building is not
programming; building is done via online creation in game, which this document
describes in detail.
There is a standard world included with the tbaMUD distribution which is
intended to serve as a stepping stone and a basic guide to demonstrate what
kind of worlds you can build for your MUD. To only use the standard tbaMUD
world, without adding any original work, is to guarantee your MUD will be
boring and largely ignored. MUDs are judged in many ways, but one of the most
important is the number and quality of areas available. The areas are what
tend to make a MUD original. For example, one MUD could be based upon a magic
rich world and the code and areas would reflect this, while another could
revolve around cities and thieves. Each of these MUDs would have its areas
designed in such a way to flesh out this theme. In essence, building an area
is like writing a book. It needs to have a plot, needs to be descriptive, and
needs to be populated with memorable people and places.
Writing an area requires inspiration and imagination before all else. Ideas for
areas often come from literature; for example, an area that traces Alices
adventures through Wonderland or Dantes trip through the Inferno. Areas
usually start out on paper long before they reach a computer; a general map of
the region can help to solidify the idea and a specific map of each individual
room is absolutely required so that the rooms can be linked together in a way
that makes sense geographically. Taking notes on ideas for which monsters
should be encountered in the area, their descriptions, and in what location
the monsters should appear can also help when planning an area.
1.2 Game Balance
Game Balance is a term that brings a different thing to mind for every person
that hears it. What is most important about game balance is to keep in mind for
whom each area is designed for example, high level players, newbies, or small
groups. The objects and monsters found in the area should match the level,
abilities, and needs of the players expected to use the area. Most players do
not like to be given vast treasure with no difficulty in getting it, but on the
other hand, nobody likes to fight the most difficult monster on the MUD and get
nothing for doing it. The job of the chief builder of a MUD and the authors of
the individual areas is to find a happy medium between these two extremes. The
process of finding that medium on your MUD is what makes MUDs original.
The main factor that affects game balance is the areas that make up the MUD.
Because of this, each area should be checked against the others to ensure that
one area is not impossibly hard or absurdly easy or rewarding relative to the
rest of the world. Each area that comes with the MUD or is added later should
be checked by one or more implementors or builders, and the characteristics
of the monsters and objects should be changed to suit to the balance of the
MUD. Each new area that becomes part of the world should not be added until it
has been similarly balanced to the implementors satisfaction. Understandably,
builders want their zones to be popular, but they sometimes attempt to achieve
this goal by purposefully making their zone unbalanced, adding powerful weapons
or armor with no harmful side-effects or monsters that are easy to kill yet
give massive numbers of experience points. Such zones are destined both to
become very popular and invariably to bring about the death of your MUDs game
balance.
An areas balance should be an integral part of the design process, not
something to be tacked on as an afterthought. Too often, an area will be
designed with outrageously good weapons and armor which throws off the balance
of the game. Naturally, after such zone is added, players complain bitterly if
it is ever removed or toned down. Also, because the rent system saves hitrolls,
damrolls, and ac-applys, veteran players will be able to hold on to their old,
spectacular equipment unless it is explicitly taken from them, even after the
area has been changed. This does nothing but generate bad feelings on all
sides. Therefore, the wise implementor will always carefully check a zone for
balance before it is added to the production MUD. It is generally not a good
idea to “let the players balance the area” by unleashing an unbalanced area on
them and watching to see where the hordes of players go.
1.3 Making Your Areas Interesting
An interesting area will always attract more players than a bland one. There
are many ways to make an area interesting. Try to be as descriptive as
possible; dont hold back on writing extra descriptions. Players are so
accustomed to not having richly described areas that finding an extra
description can often be a real treat. Also, one oft forgotten thing to
describe are the door exits. Describing all of these can give a feel of
standing out in a field and looking off to the north and seeing something like:
The fields stretch off towards the large hills on the horizon. Far to the north
you see what appears to be a plume of smoke.
With door descriptions like these, an area will feel more fleshed out to the
player. Many players (both experienced and first timers) read the descriptions
carefully the first time they walk through an area, and having many extra
descriptions helps them fill out their idea of what things actually look like.
One thing that should never be done is to have generic room descriptions like
“You stand in a big room. It is very dark.” Descriptions like these detract in
general from the rest of the world, and if they are found room after room can
bore a player to tears. Such a description could be changed to:
You stand in a room of very large size. Shadows cower along the walls and
almost seem to be moving as you look around yourself. The floor is made of
heavy stones which are very dark in color. The ceiling is quite some distance
above you, but you can still make out objects hanging from it, ruining the
smoothness that is characteristic of the rest of the room.
Another way to make an area interesting is to create some sort of plot line for
it, or a coherent theme, rather than a collection of haphazardly related rooms.
The plot can be complex like infiltrating a castle to garner the war plans of
the evil Lord Zygol, simple like ridding the caves of goblins, or anything in
between. Often the plot in an area can be advanced by some fairly simple
puzzles or descriptions. With the addition of triggers, involved puzzles
and quest can be readily created. Not all monsters have to be designed to be
killed, nor does every shopkeeper have to buy or sell something they could
just be created so that they refuse to trade with any player characters. The
players will then wonder why the shopkeeper exists. Perhaps giving him a jewel
will make him more friendly. In this way, an area can be made infinitely more
exciting by using triggers. Perhaps random teleporters throughout the area,
perhaps some interactive monsters that respond to questions from players.
All in all, the best way to make an area interesting is to use variety,
intelligence, and imagination in building. Try to imagine what it would be
like for you to walk through and what you might try looking at or doing, and
then try to incorporate that into your area. Show your area to others and take
their advice. By taking all of this extra effort in creating your area, you
will be rewarded by leaving a lasting memory of your area in the minds of many
players.
1.4 Using World-Building Programs
In the old days, the only tool that was used to write a MUD area was a simple
text editor. However, in the course of time, various people have written
programs to help builders create worlds without having to understand the
complex details of the world file format. These World building programs have
since become outdated and are no longer developed. For todays builders we have
a fully integrated menu based on-line creation system (aka OLC) to make
building as hassle free as possible.
2 The Mechanics of World Building
2.1 Overview of the MUD World
tbaMUDs world is divided into distinct sections called zones. Each zone
typically consists of a single, modular, geographically coherent region of the
MUDs virtual world with a consistent storyline. Each zone can define its own
physical space (the world), monsters (usually called mobiles), objects (such as
armor, weapons and treasures), triggers (what we use to create interaction
with players) and shops, in which a mobile in a particular room can buy and
sell objects to players.
A single zone typically contains up to than 100 rooms, 100 monster definitions
and 100 object definitions, but a large region can be subdivided into several
zones at the authors discretion. For example, the City of Midgaard is divided
into two zones, one for the main city and one for the southern residential area.
In addition to this, with the new zone system describing top and bottom rooms
of a zone, zones can contain very few rooms and indeed can overlap with other
zones if desired. A zone can also use mobiles and objects defined by another
zone, but this practice is discouraged because it makes zones less modular,
meaning that it becomes more difficult to add or remove one zone without
affecting another zone.
Each room, mobile and object within a zone is given a unique number called a
Virtual Number or Vnum. The Vnums for the rooms, mobiles and objects are
independent, so there can be both a room number 3001 and an object number
3001. When defining and referencing parts of a zone, the zone author always
refers to each entity by its Vnum and never by name. Vnums are normally not
seen by players. Each zone itself also has a Vnum. A common convention is to
number the zone with the Vnums of its component rooms, divided by 100. For
example, Midgaard is zone 30, consisting of rooms 3000 to 3099. Mobile and
object numbering follows the same convention.
The author of the zone can define aspects of each room such as the terrain type,
special properties like whether the room has its own light source or is a death
trap, and other parameters. A very important aspect of each room is the
position of other rooms in relation to it; for example, from room 3014, one can
go north to reach room 3005, east to room 3015, etc. Great care should be given
to making the room links logical and consistent. A player who moves east and
then immediately west should find herself back in the same room in which she
started.
Each mobile is given characteristics such as number of hit points, bare hand
damage capability, strength, and special skills and abilities. Objects have
parameters such as weight, value, and magical properties. The author can also
choose how these three pieces of the world are combined to form the initial
state of the zone: for example, the number of each mobile that exist and in
which rooms they stand, the equipment that each mobile uses, objects which
might be on the floor, and the doors which may be initially locked or unlocked.
When the tbaMUD server runs the zone, it sets each zone to its initial state as
defined by the author, and then makes the zone “come alive” by randomly making
mobiles wander through the zone and, if desired, attack players. While the
players are using the zone (killing the mobiles and picking up equipment) the
server periodically resets the zone to its initial state (a zone reset) to
prepare the zone for the next group of players.
2.2 Learning By Example
Thanks to the new online creation system the only time you need to worry about
the format of World files is when you are converting non-compatible zones into
a tbaMUD or the other way around. Older versions of CircleMUD and other
codebases use a different format so to add these zones you will have to
understand and modify them to work. The following section is for coders who
need to change the actual World files. Builders will not need to do this.
The formats of the world files are sufficiently complex that it is probably not
possible to gain a complete understanding of them merely by reading this
documentation. This document is designed to be a reference manual and therefore
may not serve as a particularly good tutorial. While there are examples
provided at the end of each section, they are only meant to be representative
and are not comprehensive examples of all possible ways to use the features
that will be described. The most effective way is to learn by example: examine
some of the areas that come with tbaMUD and try to figure out the meanings of
the numbers in different rooms, objects, mobiles, and zone files, using this
manual as a guide. Once youre proficient at reading world files, youll find
that creating them is a much easier task.
2.3 tbaMUD World Files
Each tbaMUD zone is defined by six types of files: world files, mobile files,
object files, shop files, trigger files, and zone files. World files (*.wld)
define the actual rooms and the links from one room to another. Mobiles (*.mob)
are the monsters which inhabit the MUD. Objects (*.obj) are the weapons, armor,
treasure, and other objects manipulated by players and monsters. Shop files
(*.shp) define the MUDs shopkeepers, controlling what they buy, sell, and say.
Trigger files (*.trg) allow interaction between players and rooms, mobs, or
objects. Finally, Zone files (*.zon) bring all the previous elements together
to define the initial state of the zone, describing how monsters should be
equipped, where monsters should be placed, where objects on the ground should
be, which doors should be locked, etc. These five types of files are
collectively referred to as the world files.
tbaMUD uses split world files to make the world easier to manipulate. Instead
of all the rooms being lumped together in a single, cumbersome file, the rooms
are split into many different files, one file for each area of the world. All
six types of files are split in a similar manner. tbaMUD has one directory for
the room files (lib/world/wld/), one directory for the object files
(lib/world/obj/), and so forth.
tbaMUD doesnt care how the world files are split or what the names of the
files are, but certain conventions have developed to make management of the
world easier. Each file typically contains information for only a single zone
and the filename is typically the zone number, with an extension indicating
one of the 6 file types. For example, the file 30.wld contains rooms 3000 to
3099 of zone 30; 42.mob contains mobiles 4200 to 4299 of zone 42, etc.
Also in each of these directories is a file called “index” that tells the
server which files from that directory should be loaded when the server boots
and a file called “index.mini” which (minimal) set of files should be loaded
when the server is booted with the -m option.
Every world file used by tbaMUD (including the index files) must be terminated
by the dollar sign ($) to tell the server that the file has ended. Without the
dollar sign, the server will not boot properly.
2.4 Using Bitvectors
When learning about the formats of tbaMUD world files, youll frequently see
references to bitvectors. A bitvector is a group of flags which each can be
either on or off. Bitvectors and their flags are used in many ways within
tbaMUD, such as to define the personality of mobiles, the characteristics of
rooms, etc. Understanding how to use bitvectors is essential if you need to
modify a tbaMUD world.
At every point where this document says a bitvector is required, it will be
accompanied by a table describing the flags which you can use with that
bitvector. The table will look something like this:
1 a DIRTY The room is dirty.
2 b STINKY The room stinks.
4 c MUSHY The floor of the room feels mushy.
8 d SWAMPY The room resembles a swamp.
Note there are four columns in the table. The first column contains the numeric
value of the flag. The second contains the alphabetic representation of the
flag. The third is the name of the flag, and the fourth is a description of
what the flag does.
There are two ways you can construct a bitvector with the table above: the
numeric method and the alphabetic method. The numeric method is to select all
flags youd like to activate, take the numbers of those flags as listed in the
first column of the table, and add them all up. The resulting sum will be the
bitvector. The alphabetic method is much easier: just write down all the
letters of the flags youd like to use with no spaces in between. For both
numeric and alphabetic bitvectors, use “0” to indicate a bitvector where none
of the flags are set.
For example, imagine you want to create a room that is dirty, mushy, and
resembles a swamp, but does not stink. Using the numeric method, youd look up
the numbers of those three flags (1 for dirty, 4 for mushy, and 8 for swampy),
and add them up to get 13. Using the alphabetic method, the bitvector would
simply be “acd”. Bitvectors are case-sensitive; “acd” is very different from
“Acd” and “ACD”.
At every point where the tbaMUD format requires a bitvector, you can write
either a numeric bitvector or an alphabetic bitvector. They are completely
interchangeable. However, be forewarned that if you use alphabetic bitvectors,
your area will not be compatible with MUDs based on the original DikuMud.
Alphabetic bitvectors are a tbaMUD enhancement and may not be supported by
MUDs based on Gamma Diku.
In some bitvector tables, you will see values whose descriptions say “Reserved
for internal use” or “Do not use”. You should never set those flag values in
your world files.
2.5 Adding New Areas to the MUD
The following only applies when you manually add a World. The "zedit new"
command creates all the necessary files and index entries automatically. I
recommend even if you are adding in another area you first "zedit new" and
then copy your new files over the existing ones. This saves you from having
to add 6 entries into the index files.
There are three steps required to add an area to the MUD:
1. Copy the files into the proper directories.
2. Adding the new filenames to the appropriate index files.
3. And running the MUD to make sure the new area is formatted correctly.
All world-related files go in the directory lib/world/. In this example, we
will imagine that your new area is zone number 57 (which should consist of
rooms, objects and mobiles numbered 5700-5799). Your zone probably has 6
files: 57.wld, 57.mob, 57.obj, 57.shp, 57.trg, and 57.zon. The first step is
to copy each of these files into their appropriate subdirectory: 57.wld
should be copied to the directory lib/world/wld/; 57.mob should be copied to
the directory lib/world/mob/, and so forth.
The next step is to add the name of the newly copied world files to the index
file contained in each of the world subdirectories. Note you will need to
change 6 index files: one for each of the world files that you copied in the
previous step. Adding the filenames to the index files tells tbaMUD that the
files should be loaded; they will not be loaded simply by virtue of being in
the correct directory. First, edit the file lib/world/wld/index; you should
see a list of the current world (room) files. Add a single line that says
57.wld in the correct numeric order. Next, add a similar line in the other
index files: add 57.mob to lib/world/mob/index; etc. At the same time, if the
area is to be a central core area for the game, it should also be added to the
index.mini file.
Now you can try to boot the MUD with the new world. Run tbaMUD via "bin/circle"
and look for any SYSERR messages. If you receive no errors congratulations.
Otherwise, check the tbaMUD SYSERR List for more information on how to
correct the formatting errors. also, see the tbaMUD Administrators Guide for
more information on how to run tbaMUD.
3 World (Room) Files
3.1 The Format of a Room
The format of a room is:
#<virtual number>
<room name>~
<room description>
~
<zone number> <room bitvector> <sector type>
{zero or more direction fields and/or extra descriptions}
S
There can be between 0 and 6 direction fields in the standard tbaMUD code.
There should not be more than one direction field for a particular direction.
For more information on adding directions to the standard “neswud”, see the
Coding tbaMUD document. No Extra Descriptions are required but an unlimited
number are allowed. Each room is terminated with the literal letter S.
Virtual Number This number is critical; it is the identity of the room within
the game. All other files will use this number to refer to this room. From
within the game, this number can be used with “goto” to go to this room. The
virtual numbers must appear in increasing order in the world file.
Room Name This string is the rooms title, which is displayed before the room
description when players look at the room, or displayed alone if players are
using “brief.” Room Description The description of the room seen when they type
“look,” or when they enter the room with brief mode off.
Zone Number This number is obsolete and no longer used. Historically it
contained the zone number of the current room but it is currently ignored for
everything except debugging messages. It is maintained as part of the format
for backwards compatibility.
Room Bitvector A bitvector (see section 2.4 on Using Bitvectors), with the
following values:
1) DARK - The room is dark, players need a light source, or infravision.
2) DEATH - Players die on entry. All dropped items will be junked.
3) NO_MOB - Mobs will not enter this room. This can be used to define the
zone where any mob can wander. For example, lower level mobs
can be set so that only they can wander on the first level of
a dungeon by making the stairwells NO_MOB. A NO_MOB room will
also prevent pets and charmed mobs from following players.
4) INDOORS - Weather messages will not be sent to room, always lighted.
Call lightning will not work.
5) PEACEFUL - No violence will work here. Use sparingly.
6) SOUNDPROOF - Tell, gossip, shout, holler will not be heard here. This flag
should be used sparingly also, it is very annoying IMHO.
7) NO_TRACK - Track will never find a path through this room.
8) NO_MAGIC - No magic will work here.
9) TUNNEL - Only one person allowed at one time.
10) PRIVATE - Only room for 2 players/mobs i.e. a tunnel or small space.
11) GODROOM - Only allows GODS of level 33 or above to goto.
12) HOUSE - DO NOT USE. Room is a house. \ automatically
13) HCRSH - DO NOT USE. House needs saving. > set by
14) ATRIUM - DO NOT USE. The door to a house. / hcontrol
15) OLC - DO NOT USE. Is room modifiable.
16) * - DO NOT USE. Breadth-first search mark used by track and hunt.
Sector Type A single number (not a bitvector) defining the type of terrain in
the room. Note that this value is not the number of movement points needed but
just a number to identify the sector type (the movement loss is controlled by
the array movement_loss[] in the file constants.c). The Sector Type can be one
of the following:
This defines movement point, light, and boat requirements.
The following terrains may be selected (only one):
Movement Points
0 INSIDE Indoors (no light required) 1
1 CITY The streets of a city. 1
2 FIELD An open field. 2
3 FOREST A dense forest. 3
4 HILLS Low foothills. 4
5 MOUNTAIN Steep mountain regions. 6
6 WATER_SWIM Water (swimmable). 4
7 WATER_NOSWIM Unswimmable water. Boat required. 1
8 FLYING Wheee! Requires AFF_FLYING. 1
9 UNDERWATER Underwater requires AFF_SCUBA. 5
Direction Fields and Extra Descriptions This section defines the rooms exits,
if any, as well as any extra descriptions such as signs or strange objects that
might be in the room. This section can be empty if the room has no exits and no
extra descriptions. Otherwise, it can have any number of D (Direction Field)
and E (Extra Description) sections, in any order. After all exits and extra
descriptions have been listed, the end of the room is signaled with the letter
S. The Direction Fields and Extra Descriptions are described in more detail in
the following sections.
3.2 The Direction Field
The general format of a direction field is:
D<direction number>
<general description>
~
<keyword list>~
<door flag> <key number> <room linked>
Direction Number The compass direction that this Direction Field describes. It
must be one of the following numbers:
0 North
1 East
2 South
3 West
4 Up
5 Down
General Description The description shown to the player when she types “look
<direction>”. This should not be confused with the room description itself.
Unlike the room description which is automatically viewed when a player walks
into a room, the General Description of an exit is only seen when a player
looks in the direction of the exit (e.g., “look north”). Exit descriptions
take priority over extra descriptions. So if you create a extra description for
north the player will see the exit description only when they "look north."
Keyword List A list of acceptable terms that can be used to manipulate the door
with commands such as “open,” “close,” “lock,” “unlock,” etc. The list should
be separated by spaces, such as: door oak big~
Door Flag Can take one of three values (0, 1 or 2):
0 An unrestricted exit that has no door, or a special door cannot be opened or
closed with the “open” and “close” commands. The latter is useful for secret
doors, trap doors, or other doors that are opened and closed by something other
than the normal commands, like a trigger assigned to the room or an object in
the room.
1 Normal doors that can be opened, closed, locked, unlocked, and picked.
2 Pickproof doors: if locked, can be opened only with the key.
The initial state of all doors is open, but doors can be opened, closed, and
locked automatically when zones reset; see Section zone file documentation for
details.
Key Number The virtual number of the key required to lock and unlock the door
in the direction given. A value of -1 means that there is no keyhole; i.e., no
key will open this door. If the Door Flag for this door is 0, the Key Number
is ignored.
Room Linked The virtual number of the room to which this exit leads. If this
number is -1 (NOWHERE), the exit will not actually lead anywhere; useful if
youd like the exit to show up on “exits,” or if youd like to add a description
for “look <direction>” without actually adding an exit in that direction.
3.3 Room Extra Descriptions
Extra descriptions are used to make rooms more interesting, and make them more
interactive. Extra descriptions are accessed by players when they type “look at
<thing>”, where <thing> is any word you choose. For example, you might write a
room description which includes the tantalizing sentence, “The wall looks
strange here.” Using extra descriptions, players could then see additional
detail by typing “look at wall.” There can be an unlimited number of Extra
Descriptions in each room.
The format of an extra description is simple:
E
<keyword list>~
<description text>
~
Keyword List A space-separated list of keywords which will access the
description in this E section.
Description Text The text that will be displayed when a player types “look
<keyword>,” where <keyword> is one of the keywords specified in the Keyword
List of this Esection.
3.4 World File Example
Here is a sample entry from a tbaMUD world file:
#18629
The Red Room~
It takes you a moment to realize that the red glow here is
coming from a round portal on the floor. It looks almost as
if someone had painted a picture of a dirt running through a
field on the floor of this room. Oddly enough, it is so
realistic you can feel the wind in the field coming out of the
picture.
~
186 ad 0
D0
You see a big room up there.
~
~
0 -1 18620
D1
You see a small room.
~
oak door~
1 18000 18630
E
portal floor~
It looks as if you could go down into it... but you cant be
sure of where you will end up, or if you can get back.
~
S
This room is virtual number 18629, called “The Red Room”. It is dark and
indoors, with an “INDOORS” sector type. It has an exit north and east. The
north exit leads to room 18620; if a player types “look north” it will say “You
see a big room up there.” The exit east is a normal, pickable door that leads
to room 18630 and which takes key number 18000. There is one extra description
for “portal” and “floor”.
4 Mobile (Monster) Files
4.1 The Format of a Mobile
The format of a mobile is:
#<virtual number>
<keywords>~
<short description>~
<long description>
~
<detailed description>
~
<mob flags> <affect flags> <alignment> <type flag>
{type-specific information; see below for details}
Virtual Number This number is critical; it is the identity of the mobile within
the game. It is the number that will be used to reference the mobile from zone
files and is the number used to “load” mobiles from within the game. The
virtual numbers must appear in increasing order in the mob file.
Keywords The list of keywords, separated by spaces, that can be used by
players to identify the mobile. The mobile can only be identified using the
keywords in this list; it cannot be identified by a word that appears only in
its name. Great care should be taken to ensure that the spellings of names and
keywords match. Fill words such as “the,” “a,” and “an” should not appear in
the Keywords List.
Short Description The description of the mobile used by the MUD when the mobile
takes some action. For example, a short description of “The Beastly Fido” would
result in messages such as “The Beastly Fido leaves south.” and “The Beastly
Fido hits you hard.” The Short Description should never end with a punctuation
mark because it will be inserted into the middle of sentences such as those
above.
Long Description The description displayed when a mobile is in its default
position; for example, “The Beastly Fido is here, searching through garbage for
food.” When the mobile is in a position other than its default position, such
as sleeping or incapacitated, the short description is used instead; for
example, “The Beastly Fido is lying here, incapacitated.” Unlike the Short
Description, the Long Description should end with appropriate punctuation.
Detailed Description The description displayed for a mobile when a player looks
at the mobile by typing “look at <mobile>.”
Mob flags bitvector (see section 2.4 on Using Bitvectors). With the 128 bit
expansion you actually have 4 separate bitvectors, i.e. <0 0 0 0> only the
first bitvector is used and the other three are for future expansion.
L) NPC Flags : ISNPC
1) SPEC This flag must be set on mobiles which have special procedures
written in C. In addition to setting this bit, the specproc
must be assigned in spec_assign.c, and the specproc itself must
be written. Instead of using this use scripts. DO NOT SET.
2) SENTINEL Mob will not leave the room.
3) SCAVENGER The mob should pick up valuables it finds on the ground. More
expensive items will be taken first.
4) ISNPC Default is on, do not change. HELP ISNPC.
5) AWARE Set for mobs which cannot be backstabbed.
6) AGGR Mob will hit all players in the room it can see. See also the
WIMPY bit.
7) STAY_ZONE Mob will not leave its zone. All mobs should have this flag or
the SENTINEL flag. This keeps AGGRESSIVE mobs from wandering
into a newbie zone.
8) WIMPY Mob will flee when being attacked if it has less than 20% of
its hit points. If the WIMPY bit is set in conjunction with
any of the forms of the AGGRESSIVE bit, the mob will only
attack mobs that are unconscious (sleeping or incapacitated).
9) AGGR_EVIL Mob will attack players that are evil-aligned.
10) AGGR_GOOD Mob will attack players that are good-aligned.
11) AGGR_NEU Mob will attack players that are neutrally aligned.
12) MEMORY Mob will remember players that initiate attacks on it, and will
attack that player if it ever runs into him again.
13) HELPER The mob will attack any player it sees in the room that is
fighting with a mobile in the room. Useful for groups of
mobiles that travel together; i.e. three snakes in a pit, to
force players to fight all three simultaneously instead of
picking off one at a time.
14) NOCHARM Mob cannot be charmed.
15) NOSUMMON Mob cannot be summoned.
16) NOSLEEP Sleep spell cannot be cast on mob.
17) NOBASH Large mobs such as trees that cannot be bashed.
18) NOBLIND Mob cannot be blinded.
Affection Flags Bitvector A bitvector (see section 2.4 on Using Bitvectors)
which is also 4 bitvectors <0 0 0 0> with only the first being used with the
following values:
M) AFF Flags : NOBITS
1) BLIND Mob is blind.
2) INVIS Mob is invisible.
3) DET-ALIGN NOT USED.
4) DET-INVIS Mob can see invisible characters and objects.
5) DET-MAGIC Mob is sensitive to magical presence.
6) SENSE-LIFE Mob can sense hidden life.
7) WATWALK Mob can traverse unswimmable water sectors.
8) SANCT Mob is protected by sanctuary (takes half damage).
Adds text ...it glows with a bright light! to l-desc.
9) GROUP Reserved for internal use. Do not set.
10) CURSE Mob is cursed.
11) INFRA Mob can see in dark.
12) POISON Reserved for internal use. Do not set.
13) PROT-EVIL Mob is protected from evil characters.
14) PROT-GOOD Mob is protected from good characters.
15) SLEEP Reserved for internal use. Do not set.
16) NO_TRACK Mob cannot be tracked.
17) UNUSED Unused (room for future expansion).
18) UNUSED Unused (room for future expansion).
19) SNEAK Mob can move quietly without room being informed.
20) HIDE Mob is hidden; can only be seen with sense life.
21) UNUSED Unused (room for future expansion).
22) CHARM Reserved for internal use. Do not set.
Alignment A number from -1000 to 1000 representing the mobs initial alignment.
-1000.....-350 Evil
-349......349 Neutral
350.....1000 Good
Type Flag This flag is a single letter which indicates what type of mobile is
currently being defined, and controls what information tbaMUD expects to find
next (i.e., in the file from the current point to the end of the current
mobile).
Standard tbaMUD supports two types of mobiles: S (for Simple), and E (for Enhanced).
4.2 Type S Mobiles
For type S mobs, the type-specific information should be in the following format:
<mob flags> <affect flags> <alignment> S
<level> <thaco> <armor class> <hitpoints> <damage>
<gold> <experience points>
<load position> <default position> <sex>
Level The level of the monster, from 1 to 34.
THAC0 “To Hit Armor Class 0” a measure of the ability of the monster to
penetrate armor and cause damage, ranging from 0 to 20. Lower numbers mean the
monster is more likely to penetrate armor. The formal definition of THAC0 is
the minimum roll required on a 20-sided die required to hit an opponent of
equivalent Armor Class 0.
Armor Class The ability of the monster to avoid damage. Range is from -10 to
10, with lower values indicating better armor. Roughly, the scale is:
AC 100 Naked person
AC 0 Very heavily armored person (full plate mail)
AC -100 Armored Battle Tank (hopefully impossible for players)
Note on THAC0 and Armor Class (AC): When an attacker is trying to hit a victim,
the attackers THAC0 and the victims AC, plus a random roll of the dice,
determines whether or not the attacker can hit the victim. (If a hit occurs, a
different formula determines how much damage is done.) An attacker with a low
THAC0 is theoretically just as likely to hit a victim with a low AC as an
attacker with a high THAC0 is to hit a victim with a high AC. Lower attacker
THAC0s and higher victim ACs favor the attacker; higher attacker THAC0s and
lower victim ACs favor the victim.
Max Hit Points The maximum number of hit points the mobile is given, which must
be given in the form “xdy+z” where x, y, and z are integers. For example,
4d6+10 would mean sum 4 rolls of a 6 sided die and add 10 to the result. Each
individual instance of a mob will have the same max number of hit points from
the time it is loaded into the game right up to the time it dies; the dice will
only be rolled once when a particular instance of the mob is created. In other
words, a particular copy of a mob will always have the same number of max hit
points during its life, but different copies of the same mob may have different
numbers of max hit points.
Note that all three numbers, the “d” and the “+” must always appear, even if
some of the numbers are 0. For example, if you want every copy of a mob to
always have exactly 100 hit points, write 0d0+100.
Bare Hand Damage (BHD) The amount of damage the mob can do per round when not
armed with a weapon. Also specified as “xdy+z” and subject to the same
formatting rules as Max Hit Points. However, unlike Max Hit Points, the dice
are rolled once per round of violence;
the BHD of a mob will vary from round to round, within the limits you set. For
BHD, xdy specifies the dice rolls and z is the strength bonus added both to
BHD and weapon-inflicted damage. For example, a monster with a BHD of 1d4+10
will do between 11 and 14 hitpoints each round without a weapon. If the monster
picks up and wields a tiny stick which gives 1d2 damage, then the monster will
do 1d2 + 10 points of damage per round with the stick.
Gold The number of gold coins the mobile is initially loaded with.
Experience The number of experience points the mobile is initially loaded with.
Load Position The position the mobile is in when loaded into the game, which
should be one of the following numbers:
0) Dead - Reserved for internal use. Do not set.
1) Mortally wounded - Reserved for internal use. Do not set.
2) Incapacitated - Reserved for internal use. Do not set.
3) Stunned - Reserved for internal use. Do not set.
4) Sleeping - The monster is sleeping.
5) Resting - The monster is resting.
6) Sitting - The monster is sitting.
7) Fighting - Reserved for internal use. Do not set.
8) Standing - The monster is standing (DEFAULT).
Default Position The position to which monsters will return after a fight,
which should be one of the same numbers as given above for Load Position. In
addition, the Default Position defines when the mobs long description is
displayed (see “Long Description” above).
Sex One of the following:
0 Neutral (it/its)
1 Male (he/his)
2 Female (she/her)
4.3 Type S Mobile Example
#3062
fido dog~
the beastly fido~
A beastly fido is mucking through the garbage looking for food here.
~
The fido is a small dog that has a foul smell and pieces of rotted meat
hanging around his teeth.
~
65738 0 0 0 65536 0 0 0 -200 S
1 20 9 0d0+10 1d2+0
10 100
8 8 1
This is mobile vnum 3062. The Fido has mob and affect flags set and has an
initial alignment of -200. After the S flag we see that the Fido is level 1,
has a THAC0 of 20, an Armor Class of 9, 0d0+10 hit points (10 hitpoints), and
will do 1d2 hit points of bare hand damage per round. The Fido has 10 gold
and 100 experience points, has a load position and default position of
STANDING, and is male.
4.4 Type E Mobiles
Type E mobiles are specific to tbaMUD and are designed to provide an easy way
for MUD implementors to extend the mobile format to fit their own needs. A type
E mobile is an extension of type S mobiles; a type E mobile is a type S mobile
with extra data at the end. After the last line normally found in type S mobs
(the one ending with the mobs sex), type E mobiles end with a section called
the Enhanced section. This section consists of zero or more enhanced mobile
specifications (or E-specs), one per line. Each E-spec consists of a keyword
followed by a colon (“:”) and a value. The valid keywords are listed below. The
literal letter Emust then come after all E-specs to signal the end of the mob.
The format of an E mobile is as follows:
<mob flags> <affect flags> <alignment> E
<level> <hitroll> <armor class> <hitpoints> <damage>
<gold> <experience points>
<load position> <default position> <sex>
{E-spec list}
E
4.5 Type E Mobile Example
Lets say that you wanted to create an enhanced Fido like the one in the
previous example, but one that has a bare-hand attack type of 4 so that the
Fido bites players instead of hitting them. Lets say you also wanted to give
this Fido the a strength of 18. You might write:
#3062
fido dog~
the beastly fido~
A beastly fido is mucking through the garbage looking for food here.
~
The fido is a small dog that has a foul smell and pieces of rotted meat
hanging around his teeth.
~
65738 0 0 0 65536 0 0 0 -200 E
1 20 9 0d0+10 1d2+0
10 100
8 8 1
BareHandAttack: 4
Str: 18
E
T 3010
In the above example, the two E-specs used were BareHandAttack and Str. Any
number of the E-specs can be used in an Enhanced section and they may appear in
any order. The format is simple: the E-spec keyword, followed by a colon,
followed by a value. Note that unlike type S mobiles, type E mobiles require
a terminator at the end of the record (the letter E). The T stands for a
trigger followed by the attached trigger number. This is the same format for
rooms and objects also.
4.6 E-Spec Keywords Valid in tbaMUD
The only keywords supported are BareHandAttack, Str, StrAdd, Int, Wis, Dex,
Con, and Cha. However, the E-Specs have been designed such that new ones are
quite easy to add.
BareHandAttack This controls the description of violence given during battles,
in messages such as “The Beastly fido bites you very hard.” BareHandAttack
should be one of the following numbers:
0) hit 6) crush 11) pierce
1) sting 7) pound 12) blast
2) whip 8) claw 13) punch
3) slash 9) maul 14) stab
4) bite 10) thrash 15) impale
5) bludgeon
Messages given when attackers miss or kill their victims are taken from the
file lib/misc/messages. The attack type number for weapons is 300 plus the
number listed in the table above, so to modify the message given to players
when they are mauled, attack type number 309 in lib/misc/messages should be
changed. Note that adding new attack types requires code changes and cannot be
accomplished simply by adding new messages to lib/misc/messages (see the tbaMUD
Coding Manual for more information).
Str, Int, Wis, Dex, Con, Cha The mobiles Strength, Intelligence, Wisdom,
Dexterity, Constitution and Charisma, respectively. These values should be
between 3 and 18, but can be between 1 and 25 (which is the default statistic
maximum).
StrAdd The mobiles strength addition, which can range from 1 to 99.
5 Object Files
5.1 The Format of an Object
#<virtual number>
<Keywords>~
<short description>~
<long description>~
<action description>~
<type flag> <extra (affects) bitvector> <wear bitvector>
<value 0> <value 1> <value 2> <value 3>
<weight> <cost> <rent per day>
{Zero or more Extra Descriptions and/or Affect Fields}
There can be an unlimited number of Extra Descriptions and up to 3 Affect
Fields.
Virtual Number This number is critical; it is the identity of the object
within the game. It is the number that will be used to reference the object
from zone files and is the number used to “load” objects from within the game.
The virtual numbers must appear in increasing order in the object file.
Keywords The list of keywords, separated by spaces, that can be used by players
to identify the object. The object can only be identified using the keywords
that appear in this list; it cannot be identified by a word that appears only
in its name. Great care should be taken to ensure that the spellings of names
and keywords match. Fill words such as “the,” “a,” and “an” should not appear
in the keywords List.
Short Description The description of the object used by the MUD when the object
is used. For example, a short description of “a long, green stick” would result
in messages such as “The Beastly Fido picks up the long, green stick.” The
Short Description should never end with a punctuation mark because it will be
inserted into the middle of sentences.
Long Description The description displayed when the object is seen lying on the
ground, for example, “A furled umbrella is lying here.” Unlike the Short
Description, the Long Description should end with appropriate punctuation.
Action Description Action Descriptions are primarily used for magical objects
(staves, wands, scrolls, and potions) to specify what message displayed to the
room when the magical item is used. The Action Description should be given in
the act format specified in act.txt. If no Action Description is present, a
default message will be used:
Staves: Rasmussen taps <object> three times on the ground.
$n taps $p three times on the ground.
Wands: Rasmussen points <object> at <target>.
$n points $p at $N.
Scrolls: Rasmussen recites <object>. $n recites $p.
Potions: Rasmussen quaffs <object>.
$n quaffs $p.
For more information on the character codes used in the above strings, see the
act() Function document. For objects which are readable papers, the Action
Description contains the text on the paper.
Type Flag A number which specifies what type of object is being defined; also
controls the meanings of value0 through value4. The Type Flag must be one of
the following numbers:
0 UNDEFINED Do not set.
1 LIGHT Item is a light source.
2 SCROLL Item is a magical scroll.
3 WAND Item is a magical wand.
4 STAFF Item is a magical staff.
5 WEAPON Must be piercing to backstab.
6 FURNITURE Item may be sat on.
7 FREE Do not set.
8 TREASURE Item is treasure other than gold coins (i.e. gems)
9 ARMOR Item is armor.
10 POTION Item is a magical potion.
11 WORN Item is worn, but not armor.
12 OTHER Miscellaneous object with no special properties.
13 TRASH Trash is not bought by shopkeepers.
14 FREE2 Do not set.
15 CONTAINER Item is a container. Be creative, make robes with pockets, etc.
16 NOTE Item is a note HELP OBJ-NOTE for more info.
17 LIQ CONTAINER Item is a drink container. Do not include liquid type in s-desc.
18 KEY Item is a key.
19 FOOD Item is food.
20 MONEY Value set in the C) Applies. Cost not used. Max 1000 coins.
21 PEN Item is a pen.
22 BOAT Item is a boat; allows you to traverse water (noswim).
23 FOUNTAIN Item is a fountain. Set Values to -1 to make it unlimited.
Extra (Effects) Bitvector A bitvector (see section 2.4 on Using Bitvectors),
to define the “special effects” of the object. Flags that are marked as
“cosmetic” merely add an interesting message to the object when it is examined,
but has no substantive effect otherwise. The flags have the following values:
1) GLOW Item is glowing (cosmetic).
2) HUM Item is humming (cosmetic).
3) NORENT Item cannot be rented.
4) NODONATE Item cannot be donated.
5) NOINVIS Item cannot be made invisible.
6) INVISIBLE Item is invisible.
7) MAGIC Item has a magical aura and cannot be enchanted.
8) NODROP Item is cursed and cannot be removed or dropped.
9) BLESS Item is blessed (cosmetic).
10) ANTI_GOOD Item cannot be used by good-aligned characters.
11) ANTI_EVIL Item cannot be used by evil-aligned characters.
12) ANTI_NEUTRAL Item cannot be used by neutral align characters.
13) ANTI_MAGIC_USER Item cannot be used by the Mage class.
14) ANTI_CLERIC Item cannot be used by the Cleric class.
15) ANTI_THIEF Item cannot be used by the Thief class.
16) ANTI_WARRIOR Item cannot be used by the Warrior class.
17) NOSELL Shopkeepers will not buy or sell the item.
Wear Bitvector A bitvector (see section 2.4 on Using Bitvectors) with
the following values:
1) TAKE Item can be taken (picked up off the ground) (DEFAULT).
2) FINGER Item can be worn on the fingers. (2 positions)
3) NECK Item can be worn around the neck. (2 positions)
4) BODY Item can be worn on the body, (AC multiplier = 3).*
5) HEAD Item can be worn on the head, (AC multiplier = 2).*
6) LEGS Item can be worn on the legs, (AC multiplier = 2).*
7) FEET Item can be worn on the feet.
8) HANDS Item can be worn on the hands.
9) ARMS Item can be worn on the arms.
10) SHIELD Item can be used as a shield.
11) ABOUT Item can be worn about the body.
12) WAIST Item can be worn around the waist.
13) WRIST Item can be worn around the wrist. (2 positions)
14) WIELD Item can be wielded; e.g. weapons.
15) HOLD Item can be held (the "hold" command).
Note that the TAKE bit controls whether or not an item can be picked up using
the “get” command, whereas the HOLD bit controls if the object can be worn
using the “hold” command.
Value 0, Value 1, Value 2, Value 3 These values are very central. They define
the objects abilities based on the Type Flag. See the subsection “Object Value
Definitions” below for a detailed description of the four Value fields.
Weight The weight of the object. The weight controls how many strength points a
character must have to take the object, and is used to calculate when bags and
other containers become full.
Cost The value of the object in gold coins; used by shopkeepers.
Rent Per Day The cost per day to rent the object in the Reception.
5.2 Object Value Definitions
The meaning of an objects four values (value 0 through value 3) vary depending
on the Type Flag of the object.
In the table below, “unused” means that the server ignores the value; it can
be set to any number (but 0 is always a safe bet). “unimplemented” indicates a
Type Flag currently not recognized by the server.
An index of spell numbers for use with magical objects can be found in the
Appendix Spell Numbers.
LIGHT: (Type Flag 1)
value 0-1: unused
value 2: Capacity of light in hours.
0: Burned out light.
-1: Eternal light source.
value 3: unused
SCROLL: (Type Flag 2)
value 0: Level at which scrolls spells are cast.
value 1: Spell number 1
value 2: Spell number 2
value 3: Spell number 3
WAND: (Type Flag 3)
value 0: Level at which wands spell is cast
value 1: Charge capacity of wand (>= 1)
value 2: Current number of charges remaining
value 3: Spell number
STAFF: (Type Flag 4)
value 0: Level at which staffs spell is cast
value 1: Charge capacity of staff (>= 1)
value 2: Current number of charges remaining
value 3: Spell number
WEAPON: (Type Flag 5)
value 0: unused
value 1: Number of damage dice
value 2: Size of damage dice
value 3: Weapon type for damage messages, one of:
0) hit 6) crush 11) pierce
1) sting 7) pound 12) blast
2) whip 8) claw 13) punch
3) slash 9) maul 14) stab
4) bite 10) thrash 15) impale
5) bludgeon
FURNITURE: (Type Flag 6)
value 0: Number of people that can sit on this object.
value 1-3: unused
FREE: (Type Flag 7) unimplemented (do not use)
TREASURE: (Type Flag 8)
value 0-3: unused
ARMOR: (Type Flag 9)
value 0: AC-apply of the armor. Note that the effective change to AC is this
value times a multiplier based on where the armor is worn. Values >0 enhance
the AC; values <0 damage the AC (cursed armor, for example).
value 1-3: unused
POTION: (Type Flag 10)
value 0: Level at which the potions spells are cast.
value 1: Spell number 1
value 2: Spell number 2
value 3: Spell number 3
If less than 3 spells are desired, set unused values to -1.
WORN: (Type Flag 11)
value 0-3: unused
OTHER: (Type Flag 12)
value 0-3: unused
TRASH: (Type Flag 13)
value 0-3: unused
FREE2: (Type Flag 14) unimplemented (do not use)
CONTAINER: (Type Flag 15)
value 0: Capacity (max containable weight) of container
value 1: Container flag bitvector (MUST be a numeric bitvector)
1 CLOSEABLE Container can be closed and locked.
2 PICKPROOF Lock on container cant be picked.
4 CLOSED Container is closed when loaded.
8 LOCKED Container is locked when loaded.
value 2: The vnum of the key object that opens this container. -1 if it has
no key.
value 3: Unused
NOTE: (Type Flag 16)
value 0-3: unused
DRINK CONTAINER: (Type Flag 17) See Appendix Item Values for Drink Containers.
KEY: (Type Flag 18)
value 0-3: unused
FOOD: (Type Flag 19)
value 0: The number of hours of hunger satisfied by this food.
value 1-2: unused
value 3: Non-zero if the food is poisoned, 0 otherwise.
MONEY: (Type Flag 20)
value 0: The number of gold coins in the pile.
value 1-3: unused
PEN: (Type Flag 21)
value 0-3: unused
BOAT: (Type Flag 22)
value 0-3: unused
FOUNTAIN: (Type Flag 23) See Appendix Item Values for Drink Containers.
5.3 Object Extra Descriptions
Object Extra Descriptions allow players to examine certain aspects of objects
defined by the world builder, just like Room Extra Descriptions. There can be
an unlimited number of Extra Descriptions per object. The format is exactly the
same as for rooms:
E
<keyword list>~
<description text>
~
Keyword List A space-separated list of keywords which will access the
description in this E section.
Description Text The text that will be displayed when a player types “look
<keyword>,” where <keyword> is one of the keywords specified in the Keyword
List of this E section.
5.4 Object Affect Fields
Object Affect Fields give objects magical properties. They affect characters
when the object is worn, not when picked up. There can be up to three affect
fields per object. The format of an Object Affect Field is:
A
<location> <value>
Location The aspect of the character affected by the object. It must be one of
the following numbers:
0 NONE No effect - used to quit the menu.
1 STR Apply to strength.
2 DEX Apply to dexterity.
3 INT Apply to intelligence.
4 WIS Apply to wisdom.
5 CON Apply to constitution.
6 CHA Apply to charisma.
7 CLASS Unimplemented. Do not use.
8 LEVEL Unimplemented. Do not use.
9 AGE Apply to character's MUD age, in MUD-years.
10 CHAR_WEIGHT Apply to weight.
11 CHAR_HEIGHT Apply to height.
12 MAXMANA Apply to MAX mana points.
13 MAXHIT Apply to MAX hit points.
14 MAXMOVE Apply to MAX movement points.
15 GOLD Unimplemented. Do not use.
16 EXP Unimplemented. Do not use.
17 ARMOR Apply to armor class (AC). negative is better.
18 HITROLL Apply to hitroll.
19 DAMROLL Apply to damage roll bonus.
20 SAVING_PARA Apply to save throw: paralysis. negative is better.
21 SAVING_ROD Apply to save throw: rods. negative is better.
22 SAVING_PETRI Apply to save throw: petrify. negative is better.
23 SAVING_BREATH Apply to save throw: breathe. negative is better.
24 SAVING_SPELL Apply to save throw: spells. negative is better.
Value The number used to modify the Location.
For example, an A field which reads:
A
12 50
will add 50 to the maximum mana of the character.
5.5 Object File Example
#901
shield minotaur~
a dark minotaur shield~
A dark minotaur shield has been left here.~
~
9 dgh 513
12 0 00
15 5000 1350
E
shield minotaur~
A strong, sturdy shield. It brings to mind legends of a shield
that provided protection from poisonous gases.
~
A
23 -4
A
4 2
This object is virtual number 901, is a Type 9 object (armor), cannot be
donated, has a magical aura, and cannot be dropped. It can be picked up and
worn as a shield. It has an AC-apply of 12, weighs 15 pounds, is valued at
5000 coins and costs 1350 coins per day to rent. Its Affect fields indicate
that this object affects breath weapon saving throws by -4 and increases Wisdom
by 2.
6. Zone Files
Zone files are the files that control how areas are configured and how they
reset. They integrate the mobiles, objects, and rooms to create an inhabited world.
A zone file contains certain initial information (specified below), followed by
a series of reset commands. Each time a zone is reset, the server executes all
the commands in order from beginning to end. All zones are reset when the
server first boots, and periodically reset again while the game is running.
6.1 The Format of a Zone File
#<virtual number>
<builder name>~
<zone name>~
<bottom room number> <top room number> <lifespan> <reset mode>
{zero or more zone commands}
S
Lines starting with *are considered comments and ignored. Zone commands
themselves may also be followed by a comment which does not need to be
delimited by a single *. Please note that the initial lines of a zone file
may not have comments on them at all. The zones commands must then be
terminated by the literal letter S.
Virtual Number An arbitrary number used to identify the zone. Zone numbers are
traditionally the room numbers of the zone divided by 100; for example,
Midgaard, which consists of rooms 3000 through 3099, is zone 30.
Zone Name A label given to the zone so that it can be identified in system
logs.
Bottom Room Number The lowest numbered room belonging to this zone. This should
be a larger number than the TopRoom of the previous zone.
Top Room Number The highest numbered room belonging to this zone. A room
belongs to a zone if its virtual number falls in the range from Bottom Room
to Top Room of that zone.
Lifespan The number of real-time minutes between zone resets for this zone.
When the age of the zone (measured in minutes since the last time that zone
has been reset) reaches the zones lifespan, the zone is queued for reset. The
zone is then reset when it reaches the front of the queue, and the conditions
of the Reset Mode (see below) are satisfied.
Reset Mode Can take one of three values (0, 1, or 2):
0 Never reset the zone. In this case, the age of the zone is never updated,
and it will never be queued for reset. Thus, the value of the Lifespan is
effectively ignored.
1 Reset the zone only after it reaches its Lifespan and after the zone becomes
deserted, i.e. as soon as there are no players located within the zone (checked
once every minute). This can make a zone more “fair” because it will keep the
hard mobs from reappearing in the zone until everyone leaves, but on a busy MUD
it can prevent a zone from ever being reset since the zone may never stay empty
for more than one minute.
2 Reset the zone as soon as it reaches its Lifespan, regardless of who or what
is in it. This is the most commonly used Reset Mode.
6.2 Zone Commands
Each command consists of a letter, identifying the command-type, followed by
three or four arguments. The first argument, common to all the commands, is
called the “if-flag.” If the if-flag for a command is 1, that command is only
executed if the command immediately before it was executed as well. If the
if-flag is 0, the command is always executed. If-flags are useful for things
like equipping mobiles. You dont want to try to equip a mobile that has not
been loaded.
Commands that load mobiles and objects also include a “max existing” argument.
This specifies the maximum number of copies of the mobile or object that are
allowed to exist in the entire world at once. If the number currently existing
is greater than or equal to the “max existing” limit, the command is not
executed.
The valid zone-reset commands are M, O, G, E, P, D, and R.
M: load a mobile
Format: M <if-flag><mob vnum><max existing><room vnum> Mob vnum is the vnum of
the mob to be loaded. Room vnum is the vnum of the room in which the mob should
be placed. The mob will be loaded into the room.
O: load an object
Format: O <if-flag><obj vnum><max existing><room vnum> Obj vnum is the vnum of
the obj to be loaded. Room vnum is the vnum of the room in which the obj should
be placed. The object will be loaded and left lying on the ground.
G: give object to mobile
Format: G <if-flag><obj vnum><max existing> Obj vnum is the vnum of the obj to
be given. The object will be loaded and placed in the inventory of the last
mobile loaded with an “M” command. This command will usually be used with an
if-flag of 1, since attempting to give an object to a non-existing mobile will
result in an error.
E: equip mobile with object
Format: E <if-flag><obj vnum><max existing><equipment position> Obj vnum is the
vnum of the obj to be equipped. The object will be loaded and added to the
equipment list of the last mobile loaded with an “M” command. Equipment
Position should be one of the following:
You are using: Trigedit positions
<used as light> [200] a generic light light 0
<worn on finger> [201] a generic ring rfinger 1
<worn on finger> [202] a generic ring lfinger 2
<worn around neck> [203] a generic necklace neck1 3
<worn around neck> [204] a generic necklace neck2 4
<worn on body> [205] a set of generic body armor body 5
<worn on head> [206] a generic helm head 6
<worn on legs> [207] a pair of generic leggings legs 7
<worn on feet> [208] a pair of generic boots feet 8
<worn on hands> [209] a pair of generic gloves hands 9
<worn on arms> [210] a pair of generic sleeves arms 10
<worn as shield> [211] a generic shield shield 11
<worn about body> [212] a generic cape about 12
<worn about waist> [213] a generic belt waist 13
<worn around wrist> [214] a generic wristguard rwrist 14
<worn around wrist> [215] a generic wristguard lwrist 15
<wielded> [216] a generic weapon wield 16
<held> [217] a generic staff hold 17
<inventory> inv 18
This command will usually be used with an if-flag of 1, since attempting to
give an object to a non-existing mobile will result in an error.
P: put object in object
Format: P <if-flag><obj vnum 1><max existing><obj vnum 2> An object with Obj
Vnum 1 will be loaded, and placed inside of the copy of Obj Vnum 2 most
recently loaded. This command will usually be used with an if-flag of 1, since
attempting to put an object inside of a non-existing object will result in an
error.
D: set the state of a door
Format: D <if-flag><room vnum><exit num><state> Room vnum is the virtual number
of the room with the door to be set. Exit num being one of:
0 North
1 East
2 South
3 West
4 Up
5 Down
State being one of:
0 Open
1 Closed
2 Closed and locked
Care should be taken to set both sides of a door correctly. Closing the north
exit of one room does not automatically close the south exit of the room on the
other side of the door.
R: remove object from room
Format: R <if-flag><room vnum><obj vnum> If an object with vnum Obj Vnum exists
in the room with vnum Room Vnum, it will be removed from the room and purged.
6.3
Zone File Example
A sample zone file annotated with comments follows.
#30 * This is zone number 30
Northern Midgaard Main City~ * The name of the zone
3099 15 2 * Top of zone is room #3099; it resets every 15 minutes.
* * Resets regardless of people.
*
* Mobile
M 0 3010 1 3062 Load the Postmaster to room 3062
* Shopkeepers
M 0 3003 1 3011 Load the Weaponsmith into room 3011
* Now, give the weaponsmith items (to be placed in his inventory)
* max 100 of each of these objects can exist at a time in the
* world at any given time.
G 1 3020 100 Dagger
G 1 3021 100 Small Sword
G 1 3022 100 Long Sword
G 1 3023 100 Wooden Club
G 1 3024 100 Warhammer
G 1 3025 100 Flail
* and lastly, give him a long sword to wield
E 1 3022 100 16 Long Sword
* Load Boards
O 0 3099 2 3000 Mortal Bulletin Board in room 3000
O 1 3096 5 3003 Social Bulletin Board in room 3003
O 1 3096 5 3018 Social Bulletin Board in room 3018
O 1 3096 5 3022 Social Bulletin Board in room 3022
O 1 3096 5 3028 Social Bulletin Board in room 3028
* "S" must appear after all commands for a particular zone
S
7 Shop Files
tbaMUD now has a new shop file format. Since the old format is still supported,
both formats will be documented. If youd like to convert shop files in the old
format to that of the new format, compile and run the utility shopconv. Version
3 shops must have a special marker (described below) to tell the server that
the file is in the new format.
7.1 tbaMUD Shop Format
The overall format of a v3 Shop File is:
tbaMUD Shop File~
<Shop 1>
<Shop 2>
.
.
.
<Shop n>
$~
Version 3 shop files start with the literal line “tbaMUD v3.0 Shop File˜”,
followed by any number of shop definitions, and terminated by $˜. The format
of a shop definition is:
#<Shop Number>~
<Item Vnum 1>
<Item Vnum 2>
<Item Vnum 3>
.
.
<Item Vnum n>
-1
<Profit when selling>
<Profit when buying>
<Buy Type 1> [Buy Namelist 1]
<Buy Type 2> [Buy Namelist 1]
<Buy Type 3> [Buy Namelist 1]
.
.
<Buy Type n> [Buy Namelist n]
-1
<Message when item to buy does not exist>~
<Message when item to sell does not exist>~
<Message when shop does not buy offered item>~
<Message when shop cant afford item>~
<Message when player cant afford item>~
<Message when successfully buying an item>~
<Message when successfully selling an item>~
<Temper>
<Shop Bitvector>
<Shop Keeper Mobile Number>
<With Who Bitvector>
<Shop Room 1>
<Shop Room 2>
<Shop Room 3>
.
.
<Shop Room n>
-1
<Time when open start 1>
<Time when open end 1>
<Time when open start 2>
<Time when open end 2>
Shop Number A unique number for the shop (used only for display purposes). This
is often the same number as the initial Shop Room.
Item Vnum 1...Item Vnum n An arbitrarily long list of the virtual numbers of
objects that the shop produces (i.e., items which will always be available, no
matter how many are bought). The list must be terminated with -1.
Profit When Selling The price of an object when a shopkeeper sells it is the
objects value times Profit When Selling. This is a floating point value.
It should be >= 1.0.
Profit When Buying The amount of money a shopkeeper will offer when buying an
object is the objects value times Profit When Buying. This is a floating point
value. It should be <= 1.0.
Buy Types and Buy Namelists These lines control what types of items that the
shop will buy. There can be an arbitrarily long list of buy types terminated by
-1. The first argument, called “Buy Type” is the Type Flag of items the shop
will buy (see “Type Flag” under “Format of an Object” in this document).
Numerical and English forms are both valid (5 or WEAPON, 9 or ARMOR, etc.).
The second (optional) argument is called a Buy Namelist and allows you to
provide optional keywords to define specific keywords that must be present on
the objects for the shopkeeper to buy or sell it. For further details on these
expressions, see the section “Item Name Lists” below.
Message when item to buy does not exist The message given to a player if he
tries to buy an item that the shopkeeper does not have in his inventory.
Message when item to sell does not exist The message given to a player if he
tries to sell an item that the player does not have in his inventory.
Message when shop does not buy offered item The message given to a player if he
tries to sell an item that the shopkeeper does not want to buy (controlled by
the Buy Types and Buy Namelists.)
Message when shop cant afford item The message given to a player if he tries
to sell an item to a shop, but the shopkeeper does not have enough money to
buy it.
Message when player cant afford item The message given to a player if he
tries to buy an item from a shop but doesnt have enough money.
Message when successfully buying an item The message given to a player when he
successfully buys an item from a shop. The expression %d can be used in place
of the cost of the item (e.g., Thatll cost you %d coins, thanks for your
business!
Message when successfully selling an item The message given to a player when
he successfully sells an item to a shop. The expression %d can be used in
place of the cost of the item as above.
Temper When player cant afford an item, the shopkeeper tells them they cant
afford the item and then can perform an additional action (-1, 0, or 1):
-1 No action other than the message.
0 The shopkeeper pukes on the player.
1 The shopkeeper smokes his joint.
Further actions can be added by your local coder (e.g., attacking a player,
stealing his money, etc.)
Shop Bitvector A bitvector (see section 2.4 on Using Bitvectors) with the
following values:
1 a WILL_START_FIGHT Players can try to kill shopkeeper.
2 b WILL_BANK_MONEY Shopkeeper will put money over 15000 coins in the bank.
A brief note: Shopkeepers should be hard (if even possible) to kill. The
benefits players can receive from killing them is enough to unbalance most non
monty-haul campaigns.
Shop Keeper Mobile Number Virtual number of the shopkeeper mobile.
With Who Bitvector A bitvector (see section 2.4 on Using Bitvectors) used to
designate certain alignments or classes that the shop will not trade with, with
the following values:
E) No Trade With : NOBITS
Designates certain alignments or classes that the shop will not trade with:
1) Good 2) Evil
3) Neutral 4) Magic User
5) Cleric 6) Thief
7) Warrior
Shop Room 1...Shop Room n The virtual numbers the mobile must be in for the
shop to be effective. (So transferred shopkeepers cant sell in the desert).
The list can be arbitrarily long but must be terminated by a -1.
Times when open The times (in MUD-hours) between which the shop is open. Two
sets of Open/Close pairs are allowed so that the shop can be open twice a day
(for example, once in the morning and once at night). To have a shop which is
always open, these four values should be
0
28
0
0
7.2 Item Name Lists for v3 Shops
Name lists are formed by boolean expressions. The following operators are
available: ,^=Not *,&=And +,|=Or
The precedence is Parenthesis, Not, And, Or. Take the following line for an
example:
WEAPON [sword & long | short | warhammer | ^golden & bow] & magic]
This shop will buy the following items of type WEAPON:
1. sword long magic
2. short magic (the first & is done before the first |)
3. warhammer magic
4. ˆgolden bow magic
Note that the ˆ in front of golden affects ONLY golden, and nothing else in the
listing. Basically, the above expression could be written in English as:
[(sword and long) or short or warhammer or (not golden and bow)] and magic
If you want the shop to only buy “short magic” only if they were also swords,
you could change the expression to:
WEAPON [sword & (long|short) | warhammer | ^golden & bow] ^-Changes--^ & magic
You can also include object extra flags (listed in the section “Format of an
Object” above). The previous example used “magic” as a keyword that had to be
on the object. If we wanted to make it so that the MAGIC flag had to be set on
the item, we would change “magic” to “MAGIC”. Similar changes could be made to
add other flags such as “HUM” or “GLOW”. It should be noted that these
expressions are case sensitive and that all keywords should appear in
lower-case, while the flag names should be in all caps.
7.3 The DikuMud Gamma and tbaMUD 2.20 Shop Format
This format is obsolete but is presented because it is still supported by
tbaMUD. In most cases, it is strongly recommended to simply use the shopconv
utility shipped with tba to convert older shop files to the new format.
#num~
Shop Number (Used only for display purposes)
num1
num2
num3
num4
num5
Virtual numbers of the objects that the shop produces.
-1s should be inserted in unused slots.
Profit when selling
The object value is multiplied by this value when sold.
This is a floating point value. Must be >= 1.0
Profit when buying
The object value is multiplied by this value when bought.
This is a floating point value. Must be <= 1.0
num1
num2
num3
num4
num5
These five numbers are the item-types traded with by the shop (i.e. valid Type
Flags of objects that the shopkeeper will buy).
Message When Item to buy is non existing~
Message When item trying to sell is non existing~
Message When wrong item-type sold~
Message when shop cant afford item~
Message when player cant afford item~
Message when buying an item~
Price is represented by %d.
Message when selling an item~
Price is represented by %d.
Temper
When player cant afford an item, the shopkeeper tells
them they cant afford the item and then:
0 -The shopkeeper pukes on the player.
1 -The shopkeeper smokes his joint.
other -No action besides message above.
Shop Bitvector
A bitvector (see section Using Bitvectors) with the following values:
1 a WILL_START_FIGHT Players can to try to kill this shopkeeper.
2 b WILL_BANK_MONEY Shopkeeper will put money over 15000 coins in the bank.
A brief note: Shopkeepers should be hard (if even possible) to kill. The
benefits players can receive from killing them is enough to unbalance most
non monty-haul campaigns.
Shop Keeper Mobile Number Virtual number of the shopkeeper mobile.
With Who Bitvector
A bitvector (see section Using Bitvectors) used to designate certain
alignments or classes that the shop will not trade with, with the following
values:
1 a NOGOOD Keeper wont trade with positively-aligned players.
2 b NOEVIL Keeper wont trade with evilly-aligned players.
4 c NONEUTRAL Keeper wont trade with neutrally-aligned players.
8 d NOMAGIC_USER Keeper wont trade with the Mage class.
16 e NOCLERIC Keeper wont trade with the Cleric class.
32 f NOTHIEF Keeper wont trade with the Thief class.
64 g NOWARRIOR Keeper wont trade with the Warrior class.
Shop Room Number
The virtual number the mobile must be in for the shop to be effective. (So
transed shopkeepers cant sell in the desert).
Time when open start 1
Time when open end 1
The hours between which the shop is open.
Time when open start 2
Time when open end 2
The hours between which the shop is open.
8 Trigger Files
8.1 The Format of a Trigger File
The format of a trigger is:
@n#<virtual number>
<trig name>~
<attach type> <trig type> <numeric arg>
<trig arg>~
<command list>
~
Virtual Number This number is critical; it is the identity of the trigger
within the game. It is the number that will be used to reference the trigger
from room, mob, obj, and zone files and is the number used to attach triggers
from within the game. The virtual numbers must appear in increasing order in
the object file.
Trig Name This is what the builder chooses to name the trigger. The more
descriptive the better.
Attach Type This is one of the following types:
0: Mob
1: Obj
2: Room
Trig Type This varies depending on the attach type selected, but includes:
| ROOMS | OBJECTS | MOBS |
=============================================================================
| TRIGEDIT-ROOM-GLOBAL | TRIGEDIT-OBJ-GLOBAL | TRIGEDIT-MOB-GLOBAL |
| TRIGEDIT-ROOM-RANDOM | TRIGEDIT-OBJ-RANDOM | TRIGEDIT-MOB-RANDOM |
| TRIGEDIT-ROOM-COMMAND | TRIGEDIT-OBJ-COMMAND | TRIGEDIT-MOB-COMMAND |
| TRIGEDIT-ROOM-SPEECH | TRIGEDIT-OBJ-TIMER | TRIGEDIT-MOB-SPEECH |
| TRIGEDIT-ROOM-ZONE | TRIGEDIT-OBJ-GET | TRIGEDIT-MOB-ACT |
| TRIGEDIT-ROOM-ENTER | TRIGEDIT-OBJ-DROP | TRIGEDIT-MOB-DEATH |
| TRIGEDIT-ROOM-DROP | TRIGEDIT-OBJ-GIVE | TRIGEDIT-MOB-GREET |
| TRIGEDIT-ROOM-CAST | TRIGEDIT-OBJ-WEAR | TRIGEDIT-MOB-GREET-ALL |
| TRIGEDIT-ROOM-LEAVE | TRIGEDIT-OBJ-REMOVE | TRIGEDIT-MOB-ENTRY |
| TRIGEDIT-ROOM-DOOR | TRIGEDIT-OBJ-LOAD | TRIGEDIT-MOB-RECEIVE |
| TRIGEDIT-ROOM-TIME | TRIGEDIT-OBJ-CAST | TRIGEDIT-MOB-FIGHT |
=========================| TRIGEDIT-OBJ-LEAVE | TRIGEDIT-MOB-HITPRCNT |
| TRIGEDIT-OBJ-CONSUME | TRIGEDIT-MOB-BRIBE |
Further help can be =========================| TRIGEDIT-MOB-LOAD |
accessed by typing: | TRIGEDIT-MOB-MEMORY |
HELP <TYPE>. | TRIGEDIT-MOB-CAST |
i.e. HELP TRIGEDIT-MOB-ACT | TRIGEDIT-MOB-LEAVE |
| TRIGEDIT-MOB-DOOR |
| TRIGEDIT-MOB-TIME |
See also: TRIG-COMMANDS, VARIABLES, EXPRESSIONS =========================
Numeric arguments purpose varies depending on the trigger type. For most
triggers it is the percentage chance of firing. But, it can also be the
percentage of hitpoints remaining, location of an object, to match a string
or single word in the argument, or the amount of gold for a bribe. To find
out what numeric arg does for each trig look up that triggers help file.
Trig arg This describes the text argument, if any, which can be used to filter
out matches to the trigger.
Command List This is where you enter the body of your trigger and all the
interactions you want it to perform. See the help files in game for details.
8.2 Trigger File Example
#100
Obj Command 100 - portal to Midgaard~
1 c 7
en~
if %cmd.mudcommand% == enter && %arg% /= portal
%send% %actor% You enter the portal.
%echoaround% %actor% %actor.name% bravely enters the portal.
%teleport% %actor% 3001
%force% %actor% look
%echoaround% %actor% %actor.name% just stepped through a portal.
else
%send% %actor% %cmd% what?!
end
~
A Spell Numbers
These spell numbers are the spells shipped by default with tbaMUD. Note that
most implementors add new spells so this list may not be complete for your
particular MUD. Check with your implementor for details.
1) armor 2) teleport 3) bless
4) blindness 5) burning hands 6) call lightning
7) charm person 8) chill touch 9) clone
10) color spray 11) control weather 12) create food
13) create water 14) cure blind 15) cure critic
16) cure light 17) curse 18) detect alignment
19) detect invisibility 20) detect magic 21) detect poison
22) dispel evil 23) earthquake 24) enchant weapon
25) energy drain 26) fireball 27) harm
28) heal 29) invisibility 30) lightning bolt
31) locate object 32) magic missile 33) poison
34) protection from evil 35) remove curse 36) sanctuary
37) shocking grasp 38) sleep 39) strength
40) summon 41) !UNUSED! 42) word of recall
43) remove poison 44) sense life 45) animate dead
46) dispel good 47) group armor 48) group heal
49) !UNUSED! 50) infravision 51) waterwalk
B Item Values for Drink Containers
DRINKCON (Type Flag 17) and FOUNTAIN (Type Flag 23)
value 0: Capacity of container
value 1: Current quantity in container
value 2: see below
value 3: Non-zero if the drink poisoned, 0 otherwise.
Value 2 is a number which defines the type of liquid in the drink container,
from the following table:
Type nr. Effect of Liquid On:
drunkenness Fullness Thirst
WATER 0 0 1 10
BEER 1 3 2 5
WINE 2 5 2 5
ALE 3 2 2 5
DARK ALE 4 1 2 5
WHISKY 5 6 1 4
LEMONADE 6 0 1 8
FIREBREATHER 7 10 0 0
LOCAL SPC. 8 3 3 3
SLIME 9 0 4 -8
MILK 10 0 3 6
TEA 11 0 1 6
COFFEE 12 0 1 6
BLOOD 13 0 2 -1
SALT WATER 14 0 1 -2
CLEAR WATER 15 0 0 13
The above values for drunkenness/fullness/thirst are in the units of one
hour of effect per four units of liquid drunk. For example, imagine that
Dragon drinks an entire bottle (say 7 units) of saltwater. According to the
table above, saltwater has a drunkenness value of 0, fullness value of 1 and
thirst value of -2. Therefore:
His drunkenness 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.
A player's drunkenness, fullness, and thirst can range from 0 to 24.
24 is the maximum; 0 means the person is completely sober, hungry,
or thirsty respectively. For immortals, these values are typically -1.