Fatal Dimensions
 

A.  Last modification date

B.  Credits

C.  Basic format

D.  Organization
	I. 	Area headers
	II.	Numbering
	III.	Mailing
	IV.	A note about help files
	V.	Potential errata

E.  The area format breakdown
	1.  #AREA:  (not sure)
		I. #AREA
		II. filename.are~
		III. Area Name
		IV. {1 50} Builder Sample Area  
		V. ZX00 ZX99     

	2.  #MOBILES
		I. 	<vnum> 
		II. 	name list
		III. 	short description 
		IV.  	long description 
		V. 	look description 
		VI.  	race
		VII.  Act, Affect, Alignment and group
		VIII.	Level, hit bonus, hit dice, mana dice, damage, damtype
		IX.	Armor classes
		X. 	Offenses, Immunities, Resistances, Vulnerabilites
		XI.	Positions, Gender and Treasure
		XII.	Form, Parts, Size and Material

	3.  #OBJECTS
		I.    <vnum>
		II.   <object_name>
		III.  <object_short>
		IV.   <object_long> 
		V.    <description>
 		VI.   <material>
		VII.  Flags, Extras, Wear locations
		VIII.	V0 through V4
		IX.   <level> <weight> <cost> 
		X.	<applies>
		XI.  <flags>
		XII.  Object extra descriptions

	4.  #ROOMS
		I.	#<vnum>
		II.	<room header>
		III.  <room description>
		IV.   <room flags>
		V.    <exit direction>
		VI.   <extended description of what is seen in direction>
		VII.  <door keyword>
		VIII. <door state> <exit vnum> <key vnum>
		IX.   <extra descriptions>
		X.    Mana and hp recovery adjustments
		XI.   <S>

	5.  #RESETS
		I.    M    load a mobile into a room 
		II.   O    load an object into a room
		III.  P    put an object in an object (gold in a safe, etc.) 
		IV.   G    give an object to mobile 
		V.    E    equip an object to mobile 
		VI.   D    set state of door 
		VII.  S    stop (END OF LIST) 

	6.  #SHOPS
		<mob#> <items> <profit-buy> <p-sell> <op-hour> <close> 

	7.  #SPECIALS
		M <mobvnum> <special>

	8.  #$  -- closing the area file


F.  Definitions
	1.  vnum
	2.  warpstone
	3.  trash
	4.  pickproof
	5.  dice
	6.  mobile
	7.  jukebox

G.  Closing notes

A.  Last modification date

Rom 2.4/2.5 docs version 1, compiled by Satin (Gabrielle Taylor) 7-9-1995.

Don't  forget  to  look  for appendices dated past this document on the ftp
site!   There  may  be  additional  area-related  code  added in future Rom
releases,  and  rather  than  force  you to print out a whole new copy each
time, a dated appendix will be placed on this ftp site.


B. Credits
      
This  file contains material and information from the Merc release 2.1 Area
help  files (done by Furey, Hatchet, and Kahn), material from the Merc Diku
Mud  code  itself,  material  and examples from various area files that are
found  in both ROM2 and MadROM, as well as coding material that was adapted
and  modified by Alander for ROM1 and ROM2, and later by Madman for MadROM.
It  also contains information from Alander written for ROM 2.3 and ROM2.4x,
from Zump for Rom 2.4x, and information from ozy.doc by Ozymandias.  It was
compiled  and  rewritten  by  Satin for Tesseract (hypercube.org 9000), and
then adapted by her to Rom 2.4x.

Many  of  my  examples  are drawn from Diku's Midgaard, and my example of a
fountain is drawn from Conner's New Thalos area.

C.  Basic Format
An area file consists of 8 basic sections, as follows:

The area header: vital statistics for the area
The mobiles:     the stats and descriptions of all monsters in the area
The objects:     the stats and descriptions of all objects in the area
The rooms:       a listing of all rooms and exits in the area
Area resets:     instructions for loading/maintaining the area
The shops:       a listing of any shops that the area contains
Specials:        procedures to enchance the performance of mobiles


Areas  may  also include special notes and procedures, such as a help file,
information  on  where  on  the area should be placed, and any special code
that  should  be  written  to  make the area work properly.  This should be
included outside the main body of the area, but within the same file.


D. Organization

I.   The  sections  should all be contained in one large file, organized in
the following manner (the file proto.are can be used as a template):

#AREA
<area header>

#MOBILES
<the mobiles>
#0

#OBJECTS
<the objects>
#0

#ROOMS
<the rooms and exits>
#0

#RESETS
<the area resets>
S

#SHOPS
<shops>
#0

#SPECIALS
<special procedures>
S

#$ 
<to terminate the file>

II. Numbering

You  will  notice  below  that  all  these  sections  require numbers.  For
example,  Hassan is mobile #1203, and the temple of Midgaard is room #3001.
To  make  your  area  as  simple  to  add as possible, number your files as
follows:

XX00-XX99 (1st 100 of anything)
XY00-XY99 (2nd 100 of anything)
And  so  on.   Thus,  your mobile, object, and world files should ALL begin
with XX00 as the first entry.

III.  mailing

If  you are on a unix system, please use the following protocol for mailing
your  area:   ([name] is the name of the area, preferably a short one, i.e.
shire.are or chapel.are.

If you have gzip:
gzip [name]
uuencode [name].gz [name].gz | mail target@address
(make SURE you type the name twice here)

Otherwise use compress and the .Z suffix (instead of .gz).

If  you  can't compress your area and it is over 100k, make sure the person
you are mailing it to can handle receiving large files.

IV.  A note about help files

It  used to be possible to include help files in areas.  However, it is now
preferred  that  the  help file be sent in a separate file for inclusion in
another file set aside specifically for helps.

V.

If  you notice anything wrong or confusing in these docs, please mail me at
gtaylor@pacinfo.com, and I will attempt to explain the confusion or correct
the  error  --  these docs weren't exactly banged out overnight, but pretty
damn close.  :)

E.  The area format

1.  #AREA:

I. #AREA
II. filename.are~
III. Area Name~
IV. {1 50} Builder Sample Area~  
V. ZX00 ZX99     

Breakdown:

I.   #AREA  is  the signifier that the code uses to mark the beginning of a
zone.

II.   Select an appropriately unique filename for your area to be saved as.
Keep  it  short  --  for  instance, if your area is titled 'The Dell of the
Darkness' an appropriate name is darkdell.are.  Do not forget to close with
a tilde.

III.  Type in the area name here as you expect it to appear when the 'area'
command is typed, plus a closing tilde.

IV.   This is the line that will appear in the 'area' command.  The numbers
in  brackets signify the minimum and maximum levels that a player character
should be before venturing into the area.  Insert the area author's name in
the  spot labeled 'Builder' above, and the area name where the example says
'Sample Area'.  Do not forget to close with a tilde.

V.   This  is the virtual number (vnum) range your area is using.  You must
declare  a range from 0 to 99 here even if you don't use that many numbers,
or  a range from 0 to 199 if you use more than 100, etc.  Use a placeholder
or  variable  such as 'ZX' instead of a specific range unless you have been
assigned a range by the implementor of the mud you are writing for.

2. #MOBILES

I. <vnum> 
II. name list~ 
III. short description~ 
IV.  long description 
~
V. look description 
~
VI.  race~ 
VII.  <act flags> <affect flags> <alignment> <mobile group> 
VIII.  <level> <+ to hit> <hit dice> <mana dice> <damage> <damage type> 
IX.  <pierce ac> <bash ac> <slash ac> <magic ac> 
X.  <offensive flags> <immunities> <resistances> <vulnerabilities> 
XI.  <start position> <default position> <sex> <treasure> 
XII.  <form flags> <part flags> <size> <material> 

example mobile: 
#ZX01
Sample~
Sample~
A sample mobile is here, waiting for a face.
~
It looks bland and boring, and like it belongs nowhere near an area 
file, but is a good example of a mobile.
~
human~
ABTV CDFJVZ 1000 3000 
45 30 1d1+3999 1d1+499 5d4+40 crush 
-25 -25 -25 -15 
ACDEFHIKLNOT ABP CD 0 
stand stand either 0 
0 0 medium 0 

Breakdown:
 
I.   The  vnum is the number used to reference your mobile.  There may only
be one mobile of any given vnum at one time.  (see definitions)

II.  name list~ 
This is a list of names that the mobile can be referenced by, for 
example a fat, ugly worm might have a name list of: 
fat worm~
It's best to have more than one name per mobile. Don't forget the ~ at 
the end of the line. 

III.  short description~ 
The  short  description is seen when the mobile fights or performs actions,
i.e.   "The  large  orc".   It  should  be kept fairly short, preferably 20
characters or less.  Don't forget the ~ at the end of the line.

IV.  long description~ 
The  long  description  is  seen  whenever  a character looks at the room a
mobile  is  in  (provided,  of  course,  that  they  can  see the mobile in
question).
Example:
The large orc peers suspiciously at you.
~
Ideally  it  should  be  one  line in length, but in some cases two line or
longer  long  descriptions  are  justified.   Be  sure to put a ~ BELOW the
description (not at the end of the line).

V.  look description~ 
This  is  the equivalent of a character's description, and is seen when you
look at a mobile.  It can be as long as you like, but 1-5 lines is probably
best.   Try  and make it at least a little descriptive, players should feel
rewarded for looking at a mobile.  Be sure to put a ~ BELOW the description
(not at the end of the line).

VI.  race~ 
Every  mobile  should  have  a  race,  whether it be goblin, orc, troll, or
whatever.   See  the  list below for races that already exist.  If you feel
your  race is sufficiently distinct to merit creation of a new one, include
a note containing the abilities the race should have to the implementor you
are working with.  Do not forget to put a ~ at the end of the line.

The  following is a list of acceptable races on Tesseract.  Your mileage on
other muds may vary.

bat 
  affect flags: flying, dark vision 
  offensive flags: dodge, fast 
  vulnerabilities: light 
  form: edible, animal, mammal 
  parts: ACDEFHJKP 

bear 
  offensive flags: crush, disarm, berserk 
  resistances: bash, cold 
  form: edible, animal, mammal  
  parts: ABCDEFHJKUV 

cat 
  affect flags: dark vision 
  offensive flags: fast, dodge 
  form: edible, animal, mammal 
  parts: ACDEFHJKQUV 

centipede 
  affect flags: dark vision 
  resistances: pierce, cold 
  vulnerabilities: bash 
  form: edible, poison, animal, insect 
  parts: ACK 

dog 
  offensive flags: fast 
  form: edible, animal, mammal 
  parts: ACDEFHJKUVo 

doll 
  immunities: cold, poison, holy, negative, mental, disease, drowning 
  resistances: bash, light 
  vulnerabilities: slash, fire, acid, lightning, energy 
  form: other, construct, biped, cold-blooded 
  parts: ABCGHK 

dragon (NPC dragons will typically have some flags stripped)
  affect flags: infravision, flying 
  resistances: fire, bash 
  vulnerabilities: pierce, cold 
  form: edible, sentient, dragon 
  parts: ACDEFGHIJKPQUVX 

dwarf 
  affect flags: infravision 
  resistances: poison, disease 
  vulnerabilities: drowning 
  form: edible, sentient, biped, mammal 
  parts: ABCDEFGHIJK 

elf 
  affect flags: infravision 
  resistances: charm 
  vulnerabilities: iron 
  form: edible, sentient, biped, mammal 
  parts: ABCDEFGHIJK 

fido 
  offensive flags: dodge, assist race 
  vulnerabilities: magic 
  form: edible, poison, animal, mammal 
  parts: ACDEFHJKQV 

fox 
  affect flags: dark vision 
  offensive flags: fast, dodge 
  form: edible, animal, mammal 
  parts: ACDEFHJKQV 

giant 
  resistances: fire, cold 
  vulnerabilities: mental, lightning 
  form: edible, sentient, biped, mammal 
  parts: ABCDEFGHIJK 

goblin 
  affect flags: infravision 
  resistances: disease 
  vulnerabilities: magic 
  form: edible, sentient, biped, mammal 
  parts: ABCDEFGHIJK 

hobgoblin 
  affect flags: infravision 
  resistances: disease, poison 
  form: edible, sentient, biped, mammal 
  parts: ABCDEFGHIJKY 

human 
  form: edible, sentient, biped, mammal 
  parts: ABCDEFGHIJK 

kobold 
  affect flags: infravision 
  resistances: poison 
  vulnerabilities: magic 
  form: edible, poison, sentient, biped, mammal 
  parts: ABCDEFGHIJKQ 

lizard 
  resistances: poison 
  vulnerabilities: cold 
  form: edible, animal, reptile, cold-blooded 
  parts: ACDEFHKQV 

modron 
  affect flags: infravision 
  offensive flags: assist race, assist alignment 
  immunities: charm, disease, mental, holy, negative 
  resistances: fire, cold, acid 
  form: sentient 
  parts: ABCGHJK 

orc 
  affect flags: infravision 
  resistances: disease 
  vulnerabilities: light 
  form: edible, sentient, biped, mammal 
  parts: ABCDEFGHIJK 

pig 
  form: edible, animal, mammal 
  parts: ACDEFHJK 

rabbit 
  offensive flags: dodge, fast 
  form: edible, animal, mammal 
  parts: ACDEFHJK 

school monster 
  action flags: no alignment 
  immunities: charm, summon 
  vulnerabilities: magic 
  form: edible, biped, mammal 
  parts: ABCDEFHJKQU 

snake 
  resistances: poison 
  vulnerabilities: cold 
  form: edible, animal, reptile, snake, cold-blooded 
  parts: ADEFKLQVX 

song bird 
  affect flags: flying 
  offensive flags: fast, dodge 
  form: edible, animal, bird 
  parts: ACDEFHKP 

troll 
  affect flags: regeneration, infravision, detect hidden 
  offensive flags: berserk 
  resistances: charm, bash 
  vulnerabilities: fire, acid 
  form: edible, poison, sentient, biped, mammal 
  parts: ABCDEFGHIJKUV 

water fowl 
  affect flags: swim, flying 
  resistances: drowning 
  form: edible, animal, bird 
  parts: ACDEFHKP 

wolf 
  affect flags: dark vision 
  offensive flags: fast, dodge 
  form: edible, animal, mammal 
  parts: ACDEFJQV 

wyvern 
  affect flags: flying, detect invisible, detect hidden 
  offensive flags: bash, fast, dodge 
  immunities: poison 
  vulnerabilities: light 
  form: edible, poison, animal, dragon 
  parts: ACDEFHJKQVX 

VII.  Act, Affects, Aggression, Alignment, Mobile group

Act  flags  (short  for  "action")  determine  the in-game behavior of your
mobile.   Input  all  of  the  flags you have chosen into the proper mobile
section  (as  shown  in the examples above).  Following is a listing of act
flags:

A  NPC          Mobile is an NPC (set automatically by the game) 
B  sentinel     Mobile doesn't wander 
C  scavenger    Mobile picks up items on the floor 
D  remove_obj	This mobile can remove cursed objects (sell it to him)
F  aggressive   Mobile attacks any character in the same room
		    (see the section dealing with aggression) 
G  stay area    Mobile will not leave a zone (this should be set) 
H  wimpy        Mobile will fly when badly hurt 
J  pet          Mobile is a pet (and hence safe from attack) 
K  train        Mobile can train statistics 
L  practice	Mobile can practice players.
M  unseenservant Mobile's actions will not be shown. He is still visable.
O  undead       Mobile has special undead powers (i.e. life draining) 
Q  cleric       Mobile has cleric casting powers 
R  mage         Mobile has mage casting powers 
S  thief        Mobile has thief combat skills (backstab, etc.) 
T  warrior      Mobile has warrior combat skills (disarm, parry, etc.) 
U  noalign      Mobile is unaligned (unintelligent animals, golems, etc.)
V  nopurge      Mobile isn't removed by the purge command 
W  outdoors     Mobile will not wander outside a building 
Y  indoors      Mobile will not wander into a building 
a  healer       Mobile can heal characters (i.e. the heal command) 
b  gain         Mobile can grant new skills (i.e. the gain command) 
c  update       Mobile is always updated, even in idle zones (rarely 
		    needed) 
d  changer      Mobile can change coins (i.e. Otho the Money Changer) 


Affect Flags 
Affect  flags  are used to assign various spell and spell-like effects to a
mobile,  such  as  sanctuary,  hidden,  or  detections.  The following list
contains all usable affect flags:

B  invisible    Mobile is invisible 
C  detect evil  Mobile can sense evil 
D  detect invis Mobile can see invisible. **
E  detect magic Mobile can see magic
F  detect hide  Mobile can see hidden (sneaking/hiding) characters 
G  detect good  Mobile can sense good 
H  sanctuary    Mobile is protected by a sanctuary spell. **
I  faerie fire  Mobile is surrounded by faerie fire (a hindrance) 
J  infravision  Mobile can see heat sources in the dark 
N  protect evil Mobile takes less damage from evil characters 
O  protect good Mobile takes less damage from good characters 
P  sneaking     Mobile is sneaking (hard to detect while moving) 
Q  hiding       Mobile is hiding (cannot be seen without detect hidden) 
T  flying       Mobile is flying 
U  pass door    Mobile can walk through closed doors 
V  haste        Mobile is affected by a haste spell 
Z  dark vision  Mobile can see in the dark without a light source 
b  swimming     Mobile is swimming (or capable of swimming) 
c  regeneration Mobile recovers hit points and mana faster than usual 

**  Sanctuary and detect invisible are often overused, so please be careful
with  them.  Not every mobile should be able to see invisible, or the spell
is  worthless,  and similarly not every hard mobile should have a sanctuary
spell.

Example:  a glowing ghost might have faerie fire, flying, and protect good,
for an affect flag of IOT.  There is no limit to the number of affect flags
that may be set on a mobile, but be sure not to type the same letter twice.


Alignment 
Alignment  is a number between -1000 and 1000, meant to represent the ethos
of  your  creature.   -1000 is irredeemably evil, 1000 is saintly.  All but
the  most  extreme  monsters  should  fall  between  -500  and  500, and in
particular  it  is  hard  to  justify  any low-level mobiles having extreme
alignment.

Mobile Group 
The  mobile is used to group mobiles into allied groups.  They are assigned
by  XXYY,  where  XX  is  your zone number (for Midgaard 30) and YY is some
increasing  number  (so  Midgaard's  groups will be 3000, 3001, etc.).  Any
mobile  in  the same group as another mobile will assist it in combat.  The
actual  number  has  no  real  meaning, but please use the numbering system
above so that each area keeps unique grouping.

VIII.   Level,  Hit  bonus, Hit dice, Mana dice, Damage, Damage type:  (See
the  appendix  at  the  end of the documentation for details on recommended
values depending on the mobile level)

Level 
This is a very important statistic, as it determines the recommended values
for  your  mobile's  combat  abilities.   Try  and  make  the  level choice
reasonable to believe.  Just as a level 2 Ancient Blue Wyrm makes no sense,
neither  does  a  level 50 snail.  Look over the recommended values for the
level  and  please  try to stay fairly close to them, otherwise your mobile
may well be out of balance with the others in the game.

Hit bonus
This  statistic  is  normally  0, but in mobiles with exceptional (and I do
mean  exceptional)  combat  abilities it may be higher.  Clumsy mobiles may
deserve a -1 or -2.

Hit dice
Hit  dice  are expressed as ndn+n (so many d-whatevers + a bonus).  Consult
the  recommended mobile values to get a rough idea how many hit points your
mobile should have.  The hit points will determine how much raw damage your
monster can take before expiring.  For a fixed quantity of hit points enter
it as x+1d1:  i.e., for 100 hps, 1d1+99.

Mana dice
Mana dice are expressed as ndn+n.  Consult the recommended mobile values to
get  a  rough  idea how much mana your mobile should have.  This value will
determine   how   many   spells   your   mobile   can   cast  in  a  combat
(non-spellcasters have a mana value as well, as their mana can be tapped by
the  energy  drain spell).  Note that the mana value is not currently used,
but  mobiles WILL in future use it (and therefore be able to run out of it)
so don't forget to define this section.

Damage
The  damaging power of a mobile is expressed as ndn+n, just like hit points
and mana.  It is very important to stay close to the values recommended, in
particular  where  the  damage  bonus is concerned, or the mobile's balance
will be skewed.

Damage Types 
A  mobile's damage type defines three things:  what message is seen when it
attacks  in  combat, what armor class is used to defend against the attack,
and  what  type  of resistance or vulnerability affects the damage received
from  the  attack.  The following damage types are supported, listed by the
type  of  attack and the damage messaged sent (if a name follows the damage
message, you should use that name in your area file, otherwise just use the
message  itself).   If you can't find a damage type that fits your mobiles,
by all means make a new one (but be sure to note that a new damage type was
added  and  how  it  should  be  defined,  or your mobile will not function
properly!)

piercing attacks (pierce ac): 
bite                    pierce                  sting 
chomp                   scratch                 thrust 
peck                    stab 

bashing attacks (bash ac): 
beating                 crush                   smash 
blast                   peck(peckb)             suction 
pound                   punch                   thwack 
charge                  slap 

slashing attacks (slash ac): 
claw                    grep                    slice 
cleave                  slash                   whip 

acid attacks (magic ac): 
acidic bite (acbite)    digestion               slime    

cold attacks (magic ac): 
chill                   freezing bite (frbite) 

energy attacks (magic ac): 
magic                   wrath 

fire attacks (magic ac): 
flame                   flaming bite (flbite) 

holy attacks (magic ac): 
divine power (divine) 

lightning attacks (magic ac): 
shock                   shocking bite(shbite) 

negative attacks (magic ac): 
life drain (drain) 

The acceptable kinds of damage (some with no damage messages as yet) 
are: 
bash                    disease                 light 
pierce                  drowning                lightning 
slash                   energy                  mental 
acid                    fire                    negative 
charm                   harm                    poison 
cold                    holy                    sound 

Harm,  disease,  and  poison  are  generally  used  only on spells, but are
included here on the outside chance that a mobile might need them.

This  list  is  by no means exhaustive, so please feel free to expand it as
your write your area.

IX.  Armor Classes 
In order, the 4 armor class values for a mobile are piercing (i.e.  daggers
and  spears), bashing (i.e.  clubs, rocks), slashing (swords and axes), and
magical (everything else).  Usually the first three will be fairly close to
each other (it's nice to have them be a little different, however), and the
magical AC will be considerably weaker.  Please adhere to the AC guidelines
set out in the appendix dealing with recommended values for such.

X. Offensive flags, Vulnerabilities, Resistances and Immunities:

Offensive Flags 
Offensive  flags control mobile behavior in combat -- allowing some variety
in  how  your  mobiles fight back against players.  A typical mobile should
have a few (2-3) attack abilities and one or none defensive abilities, more
skilled mobiles may have more, but try not to make them too flexible.

The following offensive flags are available, although not all are currently
active  (please  use  them  anyway if they are appropriate, as they will be
enabled at some future date):

A  area attack  Mobile hits all characters fighting against it. Very 
                powerful. 
B  backstab     Mobile can backstab to start a combat 
C  bash         Mobile can bash characters off their feet 
D  berserk      Mobile may go berserk in a fight 
E  disarm       Mobile can disarm _without_ a weapon wielded** 
F  dodge        Mobile dodges blows 
G  fade*        Mobile can fade "out of phase" to avoid blows 
H  fast         Mobile is faster than most others, so has extra attacks 
I  kick         Mobile can kick in combat for extra damage 
J  kick dirt    Mobile kicks dirt, blinding opponents 
K  parry        Mobile can parry _without_ a weapon wielded** 
L  rescue       Mobile may rescue allies in a fight 
M  tail         Mobile can legsweep with its tail or tentacles 
N  trip         Mobile trips in combat 
O  crush*       Mobile can crush opponents in its arms 

*    not yet enabled 
**   warrior and thief mobs (see action bits) can disarm and parry 
     with a weapon wielded automatically 

Offensive  flags  also control the assisting behavior of a mobile, by using
the following flags:

P  all          Mobile helps all other mobiles in combat 
Q  align        Mobile assists mobiles of like alignment 
R  race         Mobile will assist other mobiles of the same race 
S  players      Mobile will assist players (by race/alignment)
T  guard        Mobile assists as a cityguard
U  vnum         Mobile assists mobiles of the same number only 

Assisting  by  race  and  vnum are by the far the most common assist types.
Mobiles  also  assist  mobiles  in  the same group, as defined by the group
number.

Notes: The area attack and fast flags are quite powerful, and mustn't be 
    overused. Only the most powerful mobiles should be capable of area  
    attack, and only mobiles that really are faster than most should be 
    fast.  Proper assist flag setting can greatly enhance the
    cooperation within an area. 

Example:   An orc might have bash, kick, and kick dirt (it will probably be
a  warrior, so will parry and disarm if armed), and will assist by race and
alignment, for an offensive flag of CIJQR.  There is no limit to the number
of  offensive flags that may be set on a mobile, but be sure not to use the
same letter twice.

Immunities, resistances, and vulnerabilities
Mobiles  have differing immunities, resistances, and vulnerabilites both to
better  explain certain creatures (i.e.  dragons) and to make fighting them
take  a little more strategy than just mindlessly pumping out damage.  Most
normal mobiles probably won't have much in the way of these flags, so don't
add  flags  without  sound  reason.  It's important to make shopkeeper-type
mobiles  (as  well  as guild masters, healers, et cetera) immune to summon,
charm,  magic,  and  weapons  (immunity flag ABCD) just to insure that they
cannot  be  killed.   Similarly,  weak,  low-level  mobiles  (goblins,  for
example)  might  be made vulnerable to magic just to accent their weakness.
All three flags share the same fields, which are as follows:

A  summon       Summoning and gating magic 
B  charm        Charm spells (the beguiling spell group) 
C  magic        All magic (be very careful using this flag) 
D  weapons      All physical attacks (be very careful using this flag) 
E  bash         Blunt weapons 
F  pierce       Piercing weapons 
G  slash        Slashing weapons 
H  Fire         Flame and heat attacks and spells 
I  Cold         Cold and ice attacks and spells 
J  Lightning    Electrical attacks and spells 
K  Acid         Corrosive attacks and spells 
L  Poison       Venoms and toxic vapors 
M  Negative     Life draining attacks and spells, or unholy energies 
N  Holy         Holy or blessed attacks 
O  Energy       Generic magical force (i.e. magic missile) 
P  Mental       Mental attacks (such as a mind flayer's mind blasts) 
Q  Disease      Disease, from the common cold to the black death 
R  Drowning     Watery attacks and suffocation 
S  Light        Light-based attacks, whether blinding or cutting 
T  Sound        Sonic attacks and weapons, or deafening noises 
X  Wood         Wooden weapons and creatures 
Y  Silver       Silver or mithril weapons and creatures 
Z  Iron         Iron and steel weapons and creatures 

Note:  Resist the temptation to make "Achilles Heel" style mobiles, that is
creatures  that  are  immune  (or almost immune) to all but a single attack
type.   Such mobiles are extremely boring to fight, and ultimately not very
hard  to  defeat.   Strive  to  make  a balanced mobile, with no flags that
aren't explainable by its nature.

Important  Note:   the two generic categories (weapon and magic) are merged
with more specific flags, so that a mobile which is (for example) immune to
magic but vulnerable to fire will take normal damage from fire.

Example:   a  fire  demon might be immune to fire and negative energy (HM),
resistant  to  mental  attacks  and  weapons  (DP),  and vulnerable to holy
attacks as well as cold (IN).

XI.  Start position, Default position, Gender, Treasure

start and default position 
The  start position is the position a mobile will be loaded in, the default
position  is the position it returns to after a fight.  These are often the
same,  but  a  sleeping  mobile  (for  example) is not likely to go back to
sleep.
 
The acceptable positions are stand, sit, rest, and sleep.

sex 
Mobile  sex  (as  in  gender,  mobiles  don't reproduce) can be none, male,
female, or either (either will be set randomly for each mobile of that type
which is loaded).  It has no real game effects, but does add color.  It's a
good  idea  to  make generic mobiles (i.e.  rabbits) sex 'either', just for
variety.

treasure 
The average treasure carried by the mobile, in silver pieces.  Most mobiles
should carry no more than 100 coins per level, and usually much less unless
they  are  supposed  to be wealthy.  Non-intelligent mobiles should usually
have no treasure.

XII. Form, Part, Size, Material

Form flags 

The  forms  flag  is  used  to define a body form for your mobile, and also
related  data  like what happens to its corpse when it dies, and whether or
not  it  is  edible.   Much  of  the forms code is not yet implemented, but
please be as thorough as possible when defining your mobile, as it will all
be  used  at some future point in time.  The acceptable flags for body form
are  as  follows (use your best judgment to determine which flags should be
mutually exclusive):

corpse-related flags: 

A  edible       Mobile can be eaten 
B  poison       Mobile is poisonous when eaten (should also be edible) 
C  magical*     Mobile's magic nature causes strange effects when eaten
D  vanishes*    Mobile vanishes after death (i.e. a wraith) 
E  other*       Mobile is not flesh and blood (defined by material type)

form-related flags: 
G  animal       Mobile is a "dumb" animal 
H  sentient     Mobile is capable of higher reasoning 
I  undead       Mobile is an undead, and not truly alive at all 
J  construct    Mobile is a magical construct, such as a golem 
K  mist         Mobile is a partially material mist 
L  intangible   Mobile is immaterial (like a ghost) 
M  biped        Mobile is bipedal (like a human) 
N  centaur      Mobile has a humanoid torso, but a beast's lower body 
O  insect       Mobile is an insect 
P  spider       Mobile is an arachnid 
Q  crustacean   Mobile is a crustacean (i.e. a crab or lobster) 
R  worm         Mobile is a worm, that is a tube-shaped invertebrate 
S  blob         Mobile is a formless blob (when used with mist, a cloud) 
V  mammal       Mobile is a mammal 
W  bird         Mobile is a bird 
X  reptile      Mobile is a reptile (and should be cold-blooded) 
Y  snake        Mobile is a snake (and should be a reptile) 
Z  dragon       Mobile is a dragon
a  amphibian    Mobile is an amphibian (and should be able to swim) 
b  fish         Mobile is a fish (and should be able to swim) 
c  cold blood   Mobile is cold-blooded, cannot be seen with infravis. 

* Not yet implemented 

parts flags 
The body parts flag is used to detail what limbs and organs a creature has,
and  currently  has  no game effect beyond determining what hits the ground
when  you  kill  a  monster.  In the future, body parts will also determine
what  can be worn by the creature in question, and possibly special attacks
(i.e.   the  tail  attack)  that  the mobile may do, so please do try to be
thorough  in describing your mobile's body parts.  The following body parts
are defined:

A  head         Mobile has a head 
B  arms         Mobile has arm(s) (usually assumed to be 2) 
C  legs         Mobile has leg(s) 
D  heart        Mobile has a heart 
E  brains       Mobile has brains (not all mobs with heads have brains) 
F  guts         Mobile has intestines 
G  hands        Mobile has hands capable of manipulating objects 
H  feet         Mobile has feet 
I  fingers      Mobile has fingers capable of wearing rings 
J  ear          Mobile has ear(s) 
K  eye          Mobile has eye(s) 
L  tongue       Mobile has a _long_ tongue (like a lizard) 
M  eyestalks    Mobile has eyestalks (it should also have eyes) 
N  tentacles    Mobile has one or more tentacles 
O  fins         Mobile has fins 
P  wings        Mobile has wings 
Q  tail         Mobile has a usable tail (no stubs) 
U  claws        Mobile has combat-capable claws 
V  fangs        Mobile has combat-capable teeth 
W  horns        Mobile has horns, not necessarily dangerous ones 
X  scales       Mobile is covered with scales 
Y  tusks        Mobile has some teeth elongated into tusks 


size 
The  size  of  the  mobile  has  many  game  effects,  and should be chosen
carefully.
The acceptable sizes are as follows: 
tiny: small birds and anything smaller 
small: large birds (ducks and up) to halflings 
medium: elves and dwarves to humans 
large: ogres, gnolls, and other large humanoids 
huge: giants, small dragons, and wyverns 
giant: for VERY large critters, i.e. dragons, titans, and the biggest 
giants 

material 
The  material  type  for  mobiles is not currently supported.  It should be
left  blank  (0)  for flesh-and-blood creatures, or spirits, but golems and
other  animated  beings  should  have  a material appropriate to their body
construction  (i.e.   stone,  iron,  diamond).   Put the material in single
quotes if it is longer than one word.

Appendix A:  Recommended Values 
The  following values should be followed closely for all mobiles -- try not
to  go  more  than  1 level away from the recommended values unless you are
absolutely  sure you want your mobile to be harder or easier than a default
monster.   In  particular,  avoid making them easier.  Certain action flags
(namely the 4 class-related flags) can modify the recommendations, they are
explained in detail at the end of this section.

level  hit pts    ac    damage          level  hit pts    ac    damage 
  1   2d6+10      9     1d4+0            31   6d12+928    -10   4d6+9 
  2   2d7+21      8     1d5+0            32  10d10+1000   -10   6d4+9 
  3   2d6+35      7     1d6+0            33  10d10+1100   -11   6d4+10 
  4   2d7+46      6     1d5+1            34  10d10+1200   -11   4d7+10 
  5   2d6+60      5     1d6+1            35  10d10+1300   -11   4d7+11 

  6   2d7+71      4     1d7+1            36  10d10+1400   -12   3d10+11 
  7   2d6+85      4     1d8+1            37  10d10+1500   -12   3d10+12 
  8   2d7+96      3     1d7+2            38  10d10+1600   -13   5d6+12 
  9   2d6+110     2     1d8+2            39  15d10+1700   -13   5d6+13 
 10   2d7+121     1     2d4+2            40  15d10+1850   -13   4d8+13 

 11   2d8+134     1     1d10+2           41  25d10+2000   -14   4d8+14 
 12   2d10+150    0     1d10+3           42  25d10+2250   -14   3d12+14 
 13   2d10+170   -1     2d5+3            43  25d10+2500   -15   3d12+15 
 14   2d10+190   -1     1d12+3           44  25d10+2750   -15   8d4+15 
 15   3d9+208    -2     2d6+3            45  25d10+3000   -15   8d4+16 

 16   3d9+233    -2     2d6+4            46  25d10+3250   -16   6d6+16 
 17   3d9+258    -3     3d4+4            47  25d10+3500   -17   6d6+17 
 18   3d9+283    -3     2d7+4            48  25d10+3750   -18   6d6+18 
 19   3d9+308    -4     2d7+5            49  50d10+4000   -19   4d10+18 
 20   3d9+333    -4     2d8+5            50  50d10+4500   -20   5d8+19 

 21   4d10+360   -5     4d4+5            51  50d10+5000   -21   5d8+20 
 22   5d10+400   -5     4d4+6            52  50d10+5500   -22   6d7+20 
 23   5d10+450   -6     3d6+6            53  50d10+6000   -23   6d7+21 
 24   5d10+500   -6     2d10+6           54  50d10+6500   -24   7d6+22 
 25   5d10+550   -7     2d10+7           55  50d10+7000   -25   10d4+23 

 26   5d10+600   -7     3d7+7            56  50d10+7500   -26   10d4+24 
 27   5d10+650   -8     5d4+7            57  50d10+8000   -27   6d8+24 
 28   6d12+703   -8     2d12+8           58  50d10+8500   -28   5d10+25 
 29   6d12+778   -9     2d12+8           59  50d10+9000   -29   8d6+26 
 30   6d12+853   -9     4d6+8            60  50d10+9500   -30   8d6+28 

Thief* mobiles should read their hp, ac, and damage at one level lower
Mage  mobiles  read  hp  and ac at one level lower, and damage three levels
lower
Cleric mobiles read damage at two levels lower
Warrior mobiles read hit points one level higher
Armor class vs.  magical attacks should be computed by this formula:  (ac -
10) / n + 10, where n is 4 for most mobiles, 3 for thieves and clerics, and
2 for mages.

Remember, +hit should only be given to very exceptional mobiles.

*  a  thief  mobile  either has ACT_THIEF set or is decidedly thief-like in
nature.  The same holds true for the other modifiers.


Appendix B: Removing Flags 
There  are  times  when a mobile will clearly belong to a certain race, but
for whatever reason you will not it to have certain flags belonging to that
race.  For examples, dragons may normally be resistant to fire, but you may
wish  to make a white dragon that is vulnerable to fire and immune to cold.
To  remove  flags  from the mobile, add flag removal commands at the end of
the entry (below the form/parts/size/material line).

The base syntax is: 
F <flag type> <flags> 

Flag  type  may  be either action, affect, offensive, immunity, resistance,
vulnerability, form, or parts ( usually just written as act, aff, off, imm,
res, vul, for, and par).

For  example,  to make a dragon that is not vulnerable to cold or resistant
to fire, use:

F res H 
F vul I 

More than one flag can be removed on the same line, as long as they are all
part  of the same flag group.  So to remove fast and dodge from a wolf, you
would type:

F off FH 
   
Don't  be afraid to move flags if you have to, and absolutely do NOT define
a new race just because a few of the default flags don't agree with you.

4. #OBJECTS

I.      #<vnum> 
II.     <object_name>~ 
III.    <object_short>~ 
IV.     <object_long>~ 
V.      <material>~ 
VI.     <type> <extra:flags> <wear:flags>
VII.	  <V0> <V1> <V2> <V3> <V4>
VIII.   <level> <weight> <cost>  
**IX    <applies>
**XI.   <flags>
**XII.  <extended object description keyword>~
        <extended object description text>
~

* varies by object type, may be nonexistent

** optional


Breakdown:

I.   The  vnum is the number used to reference your object.  There may only
be one object of any given vnum at one time.  (see glossary)

II.  This is a list of names by which the object may be referenced.  Do not
forget to put a tilde at the end of it.

III.   This  is  the  short description of the object.  It is seen when the
object  is  used,  picked  up  or  worn.   Example:   a  short  sword named
'Nightbringer',  THE  Long Sword, a scale mail coif, etc.  Do not forget to
put a tilde at the end.

IV.   This  is  the  description  seen  when  the  object is on the ground.
Example:   A  short  sword lies here on the ground.~ Do not forget to put a
tilde at the end.

V.   This  is  the substance of which the object is composed.  Ie:  a sword
might  have  material  steel~, or a cloak have material wool~.  If you must
define  a  new material type in your area, go ahead, but please make a note
of  this  to  the  person  you  are  submitting  the area to.  A listing of
material types that are already defined follows:

plastic	slime	jelly		wax		rubber
oil		balm		cream		hard/soft leather
kid leather	fur		snakeskin	gut		food
meat		bread		wood		hardwood	softwood
bamboo		ebony		cork		horn		light laen
sponge		elastic	silk	satin		lace
wool		linen		canvas		cloth		velvet
felt		paper		parchment	vellum		hemp
feathers	webbing		cardboard	steel		gold
silver		mithril		platinum	iron		lead
copper		electrum	bronze		brass		wire
tin		pewter		metal		dark laen	porcelain
ivory		marble		stone		quartz		corundum
flint		lodestone	granite		enamel		obsidian
adamantite	glass		pottery		crystal		ice
bone		shell		coral		energy		fire
air		water		acid		coal		sandstone
clay		ash		earth		diamond		etherealness	
nothingness

dragonscale,  blue  dragonscale,  black dragonscale, white dragonscale, red
dragonscale.

Although  you would normally have to place multiple words in single quotes,
in  this  instance,  do NOT.  Do not forget to end the material type with a
tilde.

VII.  Type, Extras, Wear

Type
Type determines what kind of object you are creating.  A list of item types
used by Rom 2.4x follows:

*weapon
*armor
*container
*light
*food
*drink
*money
*wand
*staff
*potion
*scroll
*pill
*furniture
*portal
innkey
clothing
*fountain
key
boat
map
warpstone
treasure
jewelry
gem
trash

*  indicates  that  the  item has special values, examples of which will be
given at the end of this section.

Many of the item types have no practical purpose aside from to control what
shops  they may be sold at.  A jeweler might buy only jewelry, and not gems
or treasure, for example.

V0 through V4

Items marked with an asterisk in the Item Types section have special values
that  must  be  given  in the area file.  Items not marked with an asterisk
have *no* special settings and a 0 must be placed in each slot.

Example of an item with no special values:

#3043
ring protection~
a ring of protection~
an enchanted ring of protection sits on the floor.~
silver~
treasure G AB
0 0 0 0 0 <-- vo through v4 slots held with zeroes
8 10 640 P

Examples follow, with explanation of what each special value denotes:

Weapon:

#3005
scimitar blade~
Hassan's scimitar~
Hassan's scimitar lies upon the ground, waiting for its owner.~
adamantite~
weapon BI AN
sword 4 10 cleave EF
42 450 5600 P
E
scimitar blade~
It is quite heavy.  The blade is made of some metal that you can't even
spell.  The edge of the blade looks as if it could cut through anything
or anyone.
~
For weapons, v0 is the weapon type (sword in the example), v1 is the number
of  dice  (4  here), v2 is the number of sides each die has (10), v3 is the
damage  message  (cleave)  and v4 holds the weapon flags (E is vorpal, F is
two-handed).  Acceptable damage messages are listed in the mobiles section,
and a listing of acceptable weapon flags follows:

      A   flaming     D  sharp      G  shocking (electrical)
      B   frost       E  vorpal     H  poisoned
      C   vampiric    F  two-handed 
	  (energy drain)

Armor:

#3045
jacket scale mail~
a scale mail jacket~
A scale mail jacket is lying on the ground.~
steel~
armor 0 AD
3 4 4 0 2
5 160 850 G

V0  is armor vs.  pierce, v1 is armor vs.  bash, v2 is armor vs.  slash, v3
is  armor vs.  exotic weapons, v4 is bulk.  Bulk is currently unused by the
code, but please enter it so that when it is implemented, your file will be
current.  A listing of example bulks follows:

clothing 		0		buckler			0
hard leather		1		small	shield		1	
scale/chainmail		2		medium shield		2
platemail		3		kite shield		3
light plate armor	4		tower shield		4
heavy plate armor	5

Light:

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

V0  and  V1  are empty, held with a 0.  V2 is light duration in game hours,
(250  hours  in this case).  If V2 is set to -1 the light is permanent.  V3
and V4 are empty and held with zeroes.

Money:

#3132
silver coins~
the silver coins~
A lot of silver is here.~
silver~
money 0 A
1000 0 0 0 0
0 0 0 P
E
silver~
Looks like at least a thousand coins.
~

V0 is the silver value (in this case, 1000) of the money object.  V1 is the
gold  value  (remember that Rom 2.4x uses both silver and gold coins).  V2,
V3 and V4 are held with zeroes.

Drink containers:

#3138
skin water buffalo~
a buffalo water skin~
A bloated dead buffalo is on the floor.~
leather~
drink 0 A
64 64 'water' 0 0
0 40 24 G

V0 is the maximum amount of liquid the container may hold (64 here).  V1 is
the current amount it holds (64 here, as the container is full, but it will
decrease  as  the  player  drinks  from  it.   You  may also make half-full
containers  that  may be filled up.) V2 is the type of liquid the container
holds  when  it is loaded (water here).  V3 has two settings:  0 for normal
and A for poisoned.  V4 is unused.

A listing of acceptable liquid types follows:

    Name			   Color	    Proof  Hunger Thirst 

    water                  clear           0, 	1,	  10, 	
    beer                   amber          12, 	1,  	   8, 	
    red wine               burgundy       30, 	1,  	   8, 	
    ale                    brown          15, 	1,  	   8, 	
    dark ale               dark           16, 	1,  	   8, 	
    whisky                 golden        120, 	1,  	   5, 	
    lemonade               pink            0, 	1,  	   9, 	
    firebreather           boiling       190, 	0,  	   4, 	
    local specialty        clear         151, 	1,  	   3, 	
    slime mold juice       green           0, 	2,      -8, 	
    milk                   white           0, 	2,  	   9, 	
    tea                    tan             0, 	1,  	   8, 	
    coffee                 black           0, 	1,  	   8, 	
    blood                  red             0, 	2,      -1, 	
    salt water             clear           0, 	1,      -2, 	
    coke                   brown           0, 	2,  	   9, 	
    root beer              brown           0, 	2,  	   9, 	
    elvish wine            green          35, 	2,  	   8, 	
    white wine             golden         28, 	1,  	   8, 	
    champagne              golden         32, 	1,  	   8, 	
    mead                   honey-colored  34, 	2,  	   8, 	
    rose wine              pink           26, 	1,  	   8, 	
    benedictine wine       burgundy       40, 	1,  	   8, 	
    vodka                  clear         130, 	1,  	   5, 	
    cranberry juice        red             0, 	1,  	   9, 	
    orange juice           orange          0, 	2,  	   9, 	
    absinthe               green         200, 	1,  	   4, 	
    brandy                 golden         80, 	1,  	   5, 	
    aquavit                clear         140, 	1,  	   5, 	
    schnapps               clear          90, 	1,  	   5, 	
    icewine                purple         50, 	2,  	   6, 	
    amontillado            burgundy       35, 	2,  	   8, 	
    sherry                 red            38, 	2,  	   7, 	
    framboise              red            50, 	1,  	   7, 	
    rum                    amber         151, 	1,  	   4, 	
    cordial                clear         100, 	1,  	   5, 	

Fountains:

19 2
#9601
fountain water~
a fountain~
A large fountain is here gurgling out an endless stream of water.~
marble~
fountain G 0
100000 100000 'water' 0 0
0 0 0 P

V0  and  V1  for fountains are technically set the same as drink containers
(max  capacity  and current capacity) but since a fountain holds an endless
supply  of  liquid,  usually  V0  and  V1 are set to some arbitrarily large
number.   Any  number  above  zero  should work fine.  :) V2 is the type of
liquid  the  fountain holds.  Any liquid in the table associated with drink
containers will work in a fountain.  V3 and V4 are held with zeroes.

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

Wands and Staves:

#3044
wand magic missile missiles~
a wand of magic missiles~
a wooden stick lies on the ground.~
wood~
wand G AO
4 10 10 'magic missile' 0
2 10 320 P
E
wand~
It has a little note that says 'point this end at target'.
~

Wands and staves have exactly the same v0-v4 formatting.  V0 is spell level
(the  example  wand  having  a  4th level magic missile), v1 is the maximum
number  of  charges,  v2  is  the  current  number of charges (the mud will
decrement  the charge number as the wand is used, but you could also make a
half-charged  wand that could be refilled with the 'recharge' spell.) V3 is
the  spell  name,  which must be enclosed in quotes.  V4 is unused and held
with a zero.

Potions, Scrolls and Pills:

#3241
potion yellow~
a yellow potion of see invisible~
A small yellow potion has carelessly been left here.~
glass~
potion G AO
12 'detect invis' '' '' ''
0 10 220 P
E
potion yellow~
The potion has a small label 'Detect The Invisible'.
~

V0  holds  the  level  of  the  spell (this potion having a level 12 detect
invisible  spell in it).  v1 through v4 hold the spells -- potions, scrolls
and pills may have up to 4 spells in them.  Should you not wish to have all
four  slots  filled,  use  empty  quotes  (as shown in the above example, a
potion with only one spell) as placeholders.

Containers:

#3032
bag~
a bag~
A small bag.~
leather~
container 0 A
50 0 0 5 100
0 10 9 G

V0  holds  the  maximum  weight  that  the  container  may store.  V1 holds
container  flags,  a  list  of  which follows.  V2 is unused.  V3 holds the
maximum weight of a given object that the container may store.  (i.e.:  the
above  bag  may be able to hold 50 pounds, but the opening of the bag is so
small  that  nothing  larger than a 5 pound object can fit through it.  The
bag  could  then  hold  up  to 10 5 pound objects, 50 1 pound objects, some
combination  thereof,  or  some other combination of weights.) V4 holds the
weight  multiplier of the container, which is a number that may not be less
than 1.

A  weight  multiplier  of  100  means  that  the  objects, while inside the
container,  weigh  100%  of  their  normal  weight.  If v4 were set to, for
example,  75,  the  objects  would  weigh 75% of normal (a 100 pound object
would  have  an  effective  weight  of  75  pounds); if v4 were set to 125,
objects  would  weigh  125% of normal (the 100 pound object would weigh 125
pounds).   Be conservative with weight multipliers -- a container with, for
example, a weight multiplier of 1% is an extremely powerful item!

Food:

#3014
danish blueberry~
a blueberry danish~
A scrumptious blueberry danish is here.~
food~
food 0 A
8 6 0 0 0
0 10 5 P

V0 holds the number of game hours the food will keep the person who eats it
full.   V1  holds  the number of hours it will keep the person from getting
hungry.   (Think  of  it  as the distinction between food caloric value and
food  density  -- pasta is both dense and high calorie, so the fullness and
hunger  values of a plate of linguine should be roughly the same -- whereas
cotton  candy  as  a high calorie value but a low density, so you can eat a
lot  more  of  it  before  you  get  full, but the sugar will keep you from
feeling  hungry.)  V2  is  unused and held with a zero.  V3 is either 0 for
normal or A for poisoned.  V4 is unused.

Portals:

#XX00
black hole~
a black hole~
A swirling black hole spins in the centre of the room.~
energy~
portal 0 0
0 
0 0 0 P

V0  is  the  number  of charges the portal has (for limited use portals) --
similar  to  how a wand or staff has charges.  Set it to -1 for a permanent
portal.   V1  is exit flags -- see the section of #ROOMS dealing with doors
for  a  listing of usable exit flags.  V2 is gate flags, a listing of which
is  at the end of this example.  V3 is the vnum of the room that the portal
goes to.  V4 is unused, and held with a zero.

Gate flags:

A	Normal exit (should be set if no other portal flags are used)
B	No curse (can't be used by people who are cursed)
C	Go with (portal entrance moves with the person using it)
D	Gate buggy (chance it will teleport the person to a random room)
E	Random (will always teleport the person to a random room)
F	Climb, you can only climb into the portal.
G	Jump, you can only jump into the portal.

Furniture:

#XX00
white wicker couch~
a white wicker couch~
A white wicker couch with pink cushions is tucked into a corner.~
wood~
furniture 0 0
2 200 BEHKN 100 100
0 0 0 P

V0 is the number of people that can fit onto the piece of furniture (in the
case  of  the  couch,  2  people).   V1  is  the  total weight the piece of
furniture  can  support  (200 pounds here, meaning while in theory 2 people
can  sit  on  the  couch,  the people sitting on it can't weigh more than a
total  of  200 pounds).  V2 is furniture flags, which determine the message
to  the  room when the person uses the furniture in various different ways.
The couch can be sat on, rested on, slept on, stood on, and have things put
on  it.   However,  a bathtub might be sit in, rest in, have no setting for
sleep  (sleeping  in a bathtub is a bad idea) and allow things to be put in
it  --  hence  the  configurability on the messages.  You can only flag the
furniture with one of each type of message -- one sit, one rest, one sleep,
one stand and one put -- and you don't have to use all of them, like I said
in  my  bathtub  example.   V3  determines  how  much of a healing bonus or
penalty  the person receives for using the furniture -- look at the section
dealing  with heal/mana bonus/penalty under #ROOMS.  V4 determines the mana
recovery bonus or penalty.  100 is normal heal/mana recovery.

A list of furniture flags for V2 follows:

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

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

Extra flags

Extra  flags are visual effects and other controls on how the object may be
used.  A listing of extra flags follows:

(Glowing)		A		(Humming)		B
Dark (hidden)		C		Evil			E
Invis			F		Magic			G
Nodrop			H		Bless			I
Anti-good		J		Anti-evil		K
Anti-Neutral		L		Noremove		M	
Inventory		N		Nopurge			O	
Rot_death		P		Vis_death		Q
Nosac			R		Nolocate		T	
Melt_drop		U		Sell extract		W
Burn proof		Y

Items  with  applies  or  other  magical  effects  should be flagged magic.
Anti-good/evil/neutral  prevents  the  item  from  being worn by persons of
those aligns -- you may mix and match two of three, but do NOT flag an item
as  unwearable  by  all  three  aligns, it will cause problems for the mud.
Inventory  should  usually  be  present on items given to a shopkeeper, and
NEVER  on  any  other object.  It ensures that the item never runs out in a
shop.  A shop item not flagged inventory will only be able to be sold once.
Nopurge means that the 'purge' command cannot affect this item unless it is
directly  purged  --  stationary  objects  like furniture should be flagged
this.   Rot  death  places  a  short  timer  on  the object when the mobile
carrying  it  dies  and  it  disintegrates when the timer is up.  Vis death
means  that  the item is undetectable until after the mobile carrying it is
dead.  Nosac means the item cannot be sacrificed.  Nolocate prevents locate
object  from  finding  the object.  Melt drop means that the item dissolves
when  dropped  (used  for  sub  issue eq to prevent clutter).  Sell extract
ensures  that  the  item will be purchased at the full value it was sold at
(this  should  ONLY  be  used for gem stores where people may convert gold,
which  is  very heavy, into more valuable and light gemstones).  Burn proof
makes the item invulnerable to damage by fire or acid.

Wear flags

Wear  flags  determine  where an object may be worn.  Note that if you want
the  item  to be able to be picked up it should be flagged Take, AS WELL AS
having a wear location flagged if the object should be worn.  Leaving off a
take  flag  but flagging it wearable will make it impossible to pick up the
object  should  it be dropped.  So to make a ring that can be picked up and
worn  on  finger  it  should  be  flagged AB.  Note that items can not have
multiple  wear  locations  (take does not count as a wear location, it only
determines if the item can be picked up).

A     Take              H    Hands           O  Hold 
B     Finger            I    Arms            Q  Float 
C     Neck              J    Shield 
D     Body              K    About body 
E     Head              L    Waist 
F     Legs              M    Wrist 
G     Feet              N    Wield 

IX.  Level, Weight, Cost

Level  determines  how  high  of  level a character must be to use an item.
Higher level items should be more powerful, and lower level correspondingly
less powerful.

Weight  determines  how  heavy  an object is, which factors into how much a
character may carry.  It is entered into the area file as tenths of pounds,
so a three pound dagger would have an entry of 30.

Cost  determines how much an item may be sold to a shop for (although shops
virtually  always  buy  for less than they will sell at) or how much a shop
will charge for it.  When in doubt on an item sold in a shop, overprice it;
when in doubt on an item that can be found in an area, underprice it.

The  fourth  slot on objects is timer, which is not implemented, and should
be  set to P.  So far as I'm aware, setting it to anything other than P can
cause the area to not boot.

XI.  Applies

apply <location> <modifier> 

Location  is  the  type  of affect being placed on the item.  Modifier is a
positive  or negative number that will increase or decrease the location in
question.  A listing of locations follows:

1   Strength             12  Mana 
2   Dexterity            13  Hitpoints 
3   Intelligence         14  Movement 
4   Wisdom               17  AC 
5   Constitution         18  Hitroll 
6   Sex                  19  Damroll 
7   Charisma		 20  Spell (includes rods, staves, etc.)

example 
apply 1 1 
apply 13 4 
The above would be the pink ice ring's affects.

XII.  Flags 

flag <affect immune resist vulnerability> <location> <modifier> <bits>

Flags  let  you put what are usually perm aff bits as well as immune/resist
and  vulnerability  bits  when  wearing  an  item.   Note that you may also
specify  a location here (or 0 if none) so that spells with two effects can
be  done (like a ring of haste would have a dex modifier in addition to the
bit).  A listing of affects follows:

affect bits: 
 *A  Blind           *I  Faerie_fire         Q  Hide       *Y  Weaken 
  B  Invisible        J  Infrared           *R  Sleep       Z  Dark_vis
  C  Detect_evil      K  Curse              *S  Charm      *a  Berserk 
  D  Detect_invis   **L  Flaming             T  Flying    **b  Swim 
  E  Detect_magic    *M  Poisoned            U  Pass_door   c  Regen. 
  F  Detect_hidden    N  Prot_evil           V  Haste       d  Slow 
  G  Detect_good      O  Prot_good          *W  Calm 
  H  Sanctuary        P  Sneak              *X  Plague 
 * items will be detrimental to the character, possibly for cursed 
items.
 ** not yet implemented

examples: 
flag affect 2 3 V       dex+3   and AFF_HASTE 
flag affect 0 0 CDEFG   a true sight item 
flag immune 0 0 CD      immune to weapons and magic!   :) 

For  obvious reasons, be VERY careful in creating permanent affected items.
A  permanent sanctuary item, for instance, would be of questionable balance
and  will  likely  be  stripped from your area unless you have some extreme
justification for it.

See the #MOBILES section for a listing of imm/resist/vul flags.

XIII.  Extra descriptions.

E
extra description~
Yep, this is an extra desc alright.
~

extra signifies the start of an extra description.  'extra description' are
the  keywords  that  'examine'  will  accept.   Typing  'examine  extra' or
'examine description' would yield the output of 'Yep, this is an extra desc
alright.'

For further examples, see the section dealing with extra descs in #ROOMS.

5. #ROOMS

II.  The #ROOMS section

I.     <#vnum>
II.    <room header>~
III.   <room description>
~
IV.    <room flags>
{V.    <exit direction>
*VI.   <extended description of what is seen in that direction>
~
*VII.  <door keyword>
VIII.  <door state> <exit vnum> <key vnum>}
*IX.   <extra>
       <extended room description keywords>~
       <extended room description data>~
*X.    <mana recovery adjust>  <healing recovery adjust>
*XI.	 <clan rooms>
XII.    <S>

* denotes optional, not necessary for the room to function.  

Sections  that  are enclosed in braces must be kept together, and placed in
the  order  that  the  above  example  shows.  Example:  if there are doors
north,  south  and  west, all of three sets of door data must go before the
extended description related information.

Example:

#1000
The Lego temple~
You stand in a tiny, red temple; built entirely from Lego bricks. It is, 
sadly, not a very interesting place, and perhaps you should leave through the portal which leads south to a sunny garden.
~
0 BC 0
D2
You see the grand portal of the Lego church. Beyond is an inviting 
garden.
~
portal grand~
1 1001 1007
extra
portal~
The portal is high and arched, built out of lego bricks of the finest 
quality.
~
extra
brick~
The bricks are all in bright different colours.
~
M 110 H 90
S
#1001
<data for the next room>


I.   The vnum is the number used to reference your room.  There may only be
one room of any given vnum at one time.  (see glossary)

II.   This  is the label of the room, and should be short.  Characters with
'brief'  mode  on will only see this section of the room.  Do not forget to
end it with a tilde.

III.  This is the room description.  It should be a minimum of three lines,
preferably  at least four or five, but not more than eight to ten.  (if you
want more information than that, do it in extra descriptions) Do not forget
to end it with a tilde.

IV.  Room flags, sector types

The  first slot of line IV is a hangover from old file format, retained for
compatibility.

The second slot is room flags.  A listing of room flags follows:

DARK           (A)  A light source must be carried to see in this room
NO_MOB         (C)  Monsters cannot enter this room
INDOORS        (D)  Room is inside (i.e. not affected by weather)
PRIVATE        (J)  Room is limited to two characters (i.e. chat rooms)
SAFE           (K)  Safe from pkilling and aggressive mobs
SOLITARY       (L)  One character only can enter this room
PET_SHOP       (M)  see addendum about pet shops
NO_RECALL      (N)  players cannot use the 'recall' command to leave 
                    this room
IMP_ONLY            can only be enterd by imps.
GODS_ONLY	    can only be enterd by gods.
HEROES_ONLY         can only be enterd by heroes.
NEWBIES_ONLY        can only be enterd by players with level <=5
LAW                 ???
NOWHERE             ???
DEATHTRAP           players will be killed when entering this room.
NOMAGIC             players can not cast magic in this room.

Pet  shops:   the  room  that  the  pets  are to be sold in must be flagged
act_pet.  However, the pets themselves must be loaded into the sequentially
next  room  (ie  if the shop is 1036, the pets MUST be loaded into 1037 for
the shop to work).

The third slot is sector type.  A listing of sector types follows:

Sector types:

type       number  move pts  notes
INSIDE      0         1   
CITY        1         2
FIELD       2         2
FOREST      3         3
HILLS       4         4
MOUNTAIN    5         6
WATER       6         4       swimmable
DEEP WATER  7         -       boat required
AIR         9         -       fly spell required
DESERT     10         9       will eventually affect thirst and recovery

V.  Exit directions

Exit directions are signified by a line with D# on it, with # replaced by 0
for  north,  1  for east, 2 for south, 3 for west, 4 for up and 5 for down.
An exit line containing D2 signifies an exit south.

VI.  Exit descriptions

This  section  determines  what  will  be  seen if a character looks in the
direction the exit designates.  Ie:

You see a river south.

Would be what would be seen if a character typed 'look south' and the above
was  the  exit  description.   Do  not  forget  to  put a tilde on the line
*after*.  Ie:

You see a river south.
~

VII.  Door keyphrase

If  the exit you are working on is to be a door, you may define a keyphrase
that  the  character may access to open the door and will see when he opens
it.  Ie:

D5
You see a dusty trap door.
~
trap door~

as  the  keyphrase  will  allow  the character to type 'open trap' or 'open
door'  or 'open down' to open the entryway, and when they do, they will see
the message:  'You open the trap door.'

VIII.  Door state, Connecting room vnum, Key vnum

Slot  one  sets  the  door as open, closed, locked, etc.  0 denotes an open
door, 1 denotes closed, and 2 denotes closed and locked.

Slot two denotes the vnum of the room that this exit links to.

Slot three denotes the vnum of the key used to unlock the door, if the door
is lockable and if you choose to have a key that allows it to be unlocked.

IX.  extra, extra keywords, and extra description text
  
E  denotes the beginning of an extra description.  Extras are used to flesh
out  room descriptions by giving keywords that may be looked at or examined
to  give more information.  Also, to have multiple sets of extras, you must
input all of the data under independent extra lines.

Example:  in the following room description:

You  stand under a trellis on which climb beautiful roses.  A lovely flower
garden  extends  to the north and west of here, and a path leads to a small
white summerhouse to the south.

with the extended descriptions

E
beautiful roses~
They smell sweet and are delicately soft to the touch.
~
E
trellis~
It is made of wicker and painted white.
~

would  yield  the following result when 'exa beautiful', 'exa roses', 'look
beautiful' or 'look roses' was typed:

They smell sweet and are delicately soft to the touch.

or the following if 'look trellis' or 'exa trellis' was typed:

It is made of wicker and painted white.

Do not forget to put a tilde after the keywords or the text.

X.  Mana recovery adjustments, Healing recovery adjustments

The  default  recovery  rate  is  100%  (normal).   However, you may adjust
recovery  of  mana  or  hit  points  up  or down to 1% of normal or 200% of
normal.   To  adjust  mana, the syntax is M <number> (ie:  M 90 to decrease
mana  to  90%  of  normal  recovery rate) or H <number> to adjust hit point
recovery (ie:  H 110 to increase healing by 10%).

Example:

M 75 H 125

Note!   Increasing healing or mana recovery is a room option that should be
used  very  sparingly.   Decrease of healing/mana recovery may be used more
frequently.

XI.   If  your  mud  has  clans,  you  may wish to have clan halls that are
restricted from access by anyone who is not a member of that clan.

Example for a room for the hall of clan Moonstone:

clan Moonstone~

XII.  S

S signifies the end of the room.  All rooms MUST be ended with S.

6. #RESETS
      
This  is  the  section  that  installs  all  the  mobiles  in their various
locations,equips  the  mobiles,  locks  and  closes  any  necessary  doors,
randomizes  any  random  room  exits,  and  generally  sets up the area and
populates it.
      
To  reset  an  area,  the server executes each command in the list of reset
commands  once.   Each  area is reset once when the server loads, and again
periodically  as  it  ages.   An  area  is  reset if it is at least 3 area-
minutes  old  and  is empty of players, or if it is 15 area-minutes old and
has players in it.
      
An  'area-minute'  varies  between  30 and 90 seconds of real time, with an
average of 60 seconds.  The variation defeats area time-keepers.
      
The #RESETS section contains a series of single lines. 
      
The reset commands are:   

I.    M    load a mobile into a room 
II.   O    load an object into a room
III.  P    put an object in an object (gold in a safe, etc.) 
IV.   G    give an object to mobile 
V.    E    equip an object to mobile 
VI.   D    set state of door 
VII.  S    stop (END OF LIST) 

Note!   You may put a comment after an asterisk (*) on any line, but NOT on
a line that is blank otherwise.

Breakdown:
      
I.  Loading a mobile into a room

M 0 <mobile vnum> <room vnum> <global mob limit> <local mob limit>

M  signifies  that  a  mobile is being loaded.  0 is a placeholder for a no
longer  used field.  The third slot is the vnum of the mobile to be loaded;
the  fourth  slot is the number of the room that the mobile is being loaded
into;  the fifth slot is the total number of copies of that mobile that may
exist  in  the game world; the sixth is the number of copies of that mobile
that may exist in that room.

Example:  M 0 1000 1000 6 1

Will  reset  mobile  1000  into room 1000 once, but allow you to place five
other copies of that mobile in other rooms.

Note  that  if you wish to have multiple copies of the same mobile you must
enter multiple resets for them.  Example:

M 0 1000 1000 6 2
M 0 1000 1000 6 2

Will reset mobile 1000 into room 1000 twice.

II.  Loading an object into a room

O 0 1000 0 1000

O 0 <object vnum> 0 <room vnum>

Breakdown:

O  denotes  that  an  object  is  being  loaded.   0 in both instances is a
placeholder  for  a  defunct reset slot.  The third slot is the object vnum
and  the  fifth  slot  is the room it is being reset into.  Ergo, the above
example will reset object 1000 into room 1000.
      
That loads (O)bject ZX01 once into room ZX02.  Again, 0 denotes unused.

III.  Putting an object into another object:

P 0 1001 0 1000 3

P denotes that this reset is putting an object into another object.  Both 0
entries  denote placeholders for defunct slots.  The third slot is the vnum
of  the  object that is being contained, the fifth slot denotes the vnum of
the  container.   The sixth slot denotes the number of copies of the object
that  will  be  loaded  into  the  container.  The above example will put 3
copies of object 1001 into container 1000.

Note!   If  you wish to have, for example, five mobiles carrying containers
called 'backpacks' with 'bread' 'cheese' and 'water jug' items in them, and
have  an  abandoned  backpack with the same gear as would be in the carried
backpacks,  you  are best off making a total of six *individual* 'backpack'
containers and resetting the *same* 'bread', 'cheese' and 'water' items.

Let's try explaining that one again.  :)

If  you  wish  to have multiple copies of a container resetting with things
being  Put  into  them,  you are in fact having several identical container
objects  with  different  vnums for the things to be put into.  If you have
six  backpacks  with  bread, cheese and water resetting into them, after it
finds the first backpack to place the items into, the mud sometimes becomes
confused  and  misplaces  items.  If you have different containers, the mud
will not become confused.  We are not sure what causes containers to become
confused,  and  doubtless  this  attempt  at  explanation is confusing, but
hopefully you get the idea.

You  may  use the same items *going into* the containers but *not* the same
container item.  Get it?  Good.  :)

IV.  Giving an object to a mobile

G 0 1006 0

G  denotes  that a give reset to a mobile is being done.  This reset places
the  object  being  given  into the inventory of the mobile.  0 denotes, as
before, a placeholder for a defunct option.  The third slot in the reset is
the vnum of the object being given.

Note!  The give reset MUST be placed, in the reset ordering, DIRECTLY after
the loading of the mobile that the object is being given to.  Example:

M 0 1000 1000 6 2 <resetting mob 1000 into room 1000 with a global limit 
			of 6 and a local limit of 2>
G 0 1006 0 <places object 1006 into the inventory of the most recently 
		loaded mobile>

V.  Equipping an object to a mobile

E 0 1007 0 3

E  denotes that an equip reset is being done.  0 denotes unused slots.  The
third slot indicates the vnum of the object being equipped.  The fifth slot
is  the  number  of  the  wear  location that is being equipped to (in this
instance, 3, which is <worn on finger>).

Wear flags are as follows: 
      
Left finger  	 1		Right finger 2
Neck (1)	 3		Neck (2)	 4
On Torso	 5		Head		 6
Legs		 7		Feet		 8
Hands		 9		Arms		10
Shield 		11		About body	12
Waist		13		Left Wrist	14
Right Wrist	15		Wield		16
Held		17		Floating	18

VI.  Door resets

D 0 1000 1 BC

D  denotes  that  a door reset is being generated.  0 denotes a placeholder
for  an  unused slot.  The third slot is the vnum of the room that the door
reset  is being generated in.  The fourth slot is the direction of the door
reset  is  being generated in (since any room may have up to six doors) and
the  fifth  is  the  condition that the door is being placed in.  The above
example  shows  the  eastern  door  of  room 1000 being set in a closed and
locked  position.  The following list shows the correlating numbers for the
door directions:

0 North		1 East		2 South
3 West		4 Up		5 Down

The following is a list of door flags that may be used:

0 -- Normal exit, no door
A -- door that may be opened and closed, but no lock and resets to open
B -- door resets to closed
C -- door that is locked
F -- door with a lock that cannot be picked (key needed to open)
G -- door that the 'pass door' spell will not allow passage through (the 
lock may still be picked, however)
H -- lock that is easy to pick *
I -- lock that is hard to pick *
J -- lock that is infuriating to pick *
K -- door that cannot be closed
L -- door that cannot be locked

*  not  yet implemented, but use them in conjunction with C (door resets to
locked) for when the code is enabled.

So for a closed, locked door that can't be passed through but which is easy
to pick, the flags are BCGH.

Note!  If you have a door going north from room 1001 to room 1002, you must
also  have  a door going south from room 1002 to room 1001, unless you wish
the door in 1001 to be ONE WAY ONLY.

VII.  Ending the resets:

S

S denotes the end of the #RESETS section.

Remember,  for  all  LIMIT-NUMBERS,  a '-1' means an infinite number of the
objects,  mobiles,  etc.   can  exist  in the world, and the game will keep
loading  up  these objects/mobiles.  Keep this in mind, if you are thinking
of using a '-1' for a limit-number.
      
It's a good idea to comment your resets thoroughly for debugging purposes.
            
7.  #SHOPS

<mob#> <item types> <profit-buy> <p-sell> <op-hour> <close> 
0

Example:

3000  2  3  4 10  0 	 105  15 	 0 23 	* the wizard

All of these options are on the same line.  0 ends the section.
      
The first value, the mobile-vnum, is the 'keeper', or the mobile who is the
shopkeeper.  ALL MOBILES with that vnum will be shopkeepers.
      
The  <item  types> section designates what the keeper will buy.  He may buy
up  to five types of items, and zeroes must be placed in the shop entry for
anything less than five.  (The wizard above buys scrolls, wands, staves and
potions,  and  a  zero is placed in the last option since he only buys four
types  of  things.   If  all  the  slots  were set to zero, he wouldn't buy
anything, but he would still sell what he was loaded as having.)

The   following   is   a  list  of  acceptable  object  numbers  and  their
corresponding types:

1	Light
2	Scroll
3	Wand
4	Staff
5	Weapon
8	Treasure
9	Armor
10	Potion
11	Clothing
12	Furniture
15	Container
17	Drink container
22	Boat
26	Pill
28	Map
29	Portal
30	Warpstone
32	Gem
33	Jewelry
      
(Any  item  type not listed in the above is not listed either because it is
not  appropriate  to have a shopkeeper that would buy that type of item, or
because that type of item can't be sold (like money :).)

The  'profit-buy'  number  is  a  markup  for  players  buying the item, in
percentage  points.   100  is  nominal price; 150 is 50% markup, and so on.
The  'profit-sell'  number  is  a markdown for players selling the item, in
percentage  points.   100  is nominal price, 75 is 25% markdown, and so on.
The  buying  markup  should  be  at  least  100, generally greater, and the
selling markdown should be no more than 100, generally lower.
      
The  'open-hour'  and  'close-hour'  numbers  define  the  hours  when  the
shopkeeper  will do business.  For a 24-hour shop, these numbers would be 0
and 23.
      
Everything  beyond  'close-hour'  to  the  end of the line is taken to be a
comment.
      
Note  that  there  is  no room number for a shop.  Just load the shopkeeper
mobile  in  to  the room of your choice, via that #RESETS section, and make
the  mobile  a sentinel in the ACT-FLAGS section of the mobile in #MOBILES.
Or, for a wandering shopkeeper, just make it non-sentinel.
      
The  objects the shopkeeper sells are exactly those loaded by the 'G' reset
command   in   #RESETS   for   that   shopkeeper.   These  items  replenish
automatically.  If a player sells an object to a shopkeeper, the shopkeeper
will keep it for resale if he, she, or it doesn't already have an identical
object.   The  items  a  player  sells  to  a  shopkeeper,  however, do not
replenish.

Shopkeepers should generally be flagged as NO_PURGE.

8. #SPECIALS

M <mobvnum> <special>

example
M 1000 breath_gas

Special  procedures  are  not  assigned in the mobile structure itself, but
they do relate directly to mobiles.  The procedure for assigning procedures
will  be  detailed  in  another document, but the basic function is covered
here.

A special procedure gives a mobile some added functionality, allowing it do
more complicated actions than are normally possible.  Examples are Hassan's
guardian duties, the fido's ability to eat corpses, and the warring mobiles
in  the  dangerous  neighborhood.  New specials can be requested, but don't
rely  on  someone else being willing to code one for you.  At this time, no
mobile may have more than one special procedure.

The following specials are available:

breath_acid      Mobile breathes acid in combat 
breath_fire      Mobile breathes fire in combat (area attack) 
breath_frost     Mobile breathes frost in combat (area attack) 
breath_gas       Mobile breathes poison gas in combat area attack) 
breath_lightning Mobile breathes lightning in combat 
breath_any       Mobile may use any breath weapon 
cast_adept       Mobile casts helpful spells on low-level players 
cast_cleric      Mobile casts clerical spells (ALWAYS cleric act flag) 
cast_judge       Mobile fires bullets (for Mega-City One only) 
cast_mage        Mobile casts mage spells (ALWAYS set the mage act flag) 
cast_undead      Mobile casts spells appropriate for the undead 
executioner      Mobile attacks Killers and Thieves 
fido             Mobile devours corpses 
guard            Mobile protects good-aligned people from attack 
janitor          Mobile cleans up junk lying on the ground 
poison           Mobile has a poison attack 
thief            Mobile steals gold (ALWAYS set the thief act flag) 
nasty_thief      Mobile attacks, robs, and runs (ALWAYS set thief flag)
  
The  following  specials are coded, but should NOT be used because they are
tailored to specific mobiles.  Check them out online for examples of unique
or area-specific specials that can possibly be coded for your mobiles:

cast_judge       Mobile fires bullets (for Mega-City One only) 
troll_member     Mobile attacks ogre gang members (gangland mobs only) 
ogre_member      Mobile attacks troll gang members (gangland mobs only) 
patrolman        Mobile tries to break up fights (gangland mobs only) 
mayor		     The Midgaard mayor special (opens/closes city gates, 
etc.)

    
9. Closing your area file:

The syntax to end the file is:

#$

Be sure to put a couple of carriage returns at the end of the file.

F.  Definitions

Vnum
A  vnum  is a unique number used to identify a mobile, object or room.  You
can  use  the same vnum for a mob as for an object or for a room (since the
code keeps track of them separately) but NOT for different mobs, objects or
rooms.

Warpstone
A  component used in the portal and nexus spells.  Further spell components
will  eventually  be  implemented.   Keep  them  rare and NEVER describe an
object in such a way as to suggest that it might be a warpstone.  It should
be  indistinguishable  from  a normal gem or rock except by identifying it.
Lore will eventually identify components (including warpstones) as such.

Trash
Mobs  will  spec_janitor  target trash as the first thing to pick up.  It's
the catch-all for objects that fall under no other categories.

Pickproof
Immune to being picked with the pick lock spell.

Dice
Role  playing  games  commonly  use dice of more or less than six sides for
purpose of generating random numbers for damage, hit probability, etc.  For
example,  1d11  (not possible in real life, but possible in the game) would
generate  a  value  from  1 to 11.  2d4 would generate a range from 2 to 8.
Usage  of multiple dice generates a belled result where a range generates a
linear  one  (for  example,  2d4  averages  5,  whereas a range from 1 to 8
averages 4.5).

Mobile or mob
A  being/monster  within the game capable of the functions the area builder
defines.   Note  that  mobiles  that  have ACT_SENTINEL (stay in one place)
aren't mobile per se, but why quibble?  :)

Jukebox
The  jukebox  will  'play' songs either in the room you are in or play them
loud  (over  the  MUSIC channel).  Ask your implementor for a list of songs
that the jukebox (if used on your mud) uses.

G.  Closing Notes

Make  your rooms direction insensitive unless there is only one exit.  If a
room  has  a  south  exit  and a west exit, the line 'You enter through the
southern  door'  is  a bad line.  However, if the southern door is the only
entrance  to  the  room,  it's permissible.  Also, if you are using one way
doors, direction sensitivity is permissible.

Also,  a  room  doesn't  know if you've seen it before, so avoid lines like
'you gaze on the mighty mirror of Zenabit for the first time'.

Avoid putting sentiments into the mind of the reader.  If the line has 'you
think' in it, it's probably bad, since you don't know if that's really what
they  think.   Try to convey things in another manner as to make them think
what you want them to think.

Avoid  pointless anachronism.  It's tacky.  Areas should have some internal
logic,  as  well as logic to the rest of the world, instead of just being a
lump  of  anachronism  to provoke a titter the first time, and gradually to
become tiresome.  Strive for cleverness and wit instead.

Put  in  extra  descriptions  in rooms especially, but also on objects.  It
fleshes the area out more.  Overdo extra descs rather than underdoing them.

Write  utility  linker rooms.  If you have a long and winding road going up
to  the  castle  --  write at least a couple of road rooms.  Be sure to say
'the  castle  to  the north' and not 'the castle in front of you' since the
person might have left it.

Write  'useless'  objects  for colour.  If the princess is the sort to wear
perfume, put some type furniture perfume in a type object vanity table that
could  be  found  if looked for.  It too fleshes out the world.  (Note that
Satin  wrote  600 useless objects for Cordreas Heart, but you don't have to
be asthorough (read, insane) as her.  ;)

If there's furniture in a room, write it as an object and load it there, so
that it could be sat on/etc.

If  you have no_take objects (such as the donation pit) or mobs that cannot
be killed and are sentinel (shopkeepers, adepts, etc.) write them as normal
objects/mobs,  consider  giving  them  no  long  description, just a ~, and
describe  them  as part of the room, to blend them into the world more.  If
the  mob  can  be killed, or the object taken, though, you should give it a
long desc, since it might not be there.

Do NOT write descriptions of a mobile into the room description if you also
load that mobile in the area.  Do not do the following:

<room desc>
You  are in a throne room.  A huge gold throne with the king of the goblins
sitting  on  it  is  in  front of you.  He cries out and several bodyguards
attack!

Instead do:

<room desc>
You are in a throne room.  A huge gold throne is immediately in front of 
you.  Tapestries depicting the greatness of the ruler whose castle you have intruded hang on all walls.
<mobile>
The king of the goblins is here.  He cries for help!
<mobiles>
A bodyguard screams and attacks!
A bodyguard screams and attacks!
A bodyguard screams and attacks!
A bodyguard screams and attacks!

NEVER  write  an  area  that  is  too  easy,  or that has absurdly powerful
equipment,  just to make it popular.  Do not rely on a mobile being 'really
tough'  as the sole balance to an otherwise overpowered item -- people have
soloed  30,000hp mobiles (admittedly, people with nothing better to do, but
you  get  the  idea).   A  well-balanced  item  (for example, the enchanted
leather  bracer)  will  ultimately earn popularity of its own right, and be
less  likely  to  be  adjusted  by a disgusted implementor who was tired of
seeing people immort after spending a half day in your zone.  Besides, then
all  the  Real  Studly  Area Builders like Satin and Andersen will laugh at
you.  :)