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Introduction

Who should read this book?

This book was designed to be read by anyone who is thinking of writing areas for a VME server. If you have written for other mud servers you will still need to at least skim every chapter because the VME is like no other mud engine and has some very interesting differences. If you have never written a zone then be certain to try out the suggested exercises here and there. You will find it is easy and fun to do.

What does this book cover?

The topics covered in this book are everything to do with writing an area for the VME server. While we do cover using DIL functions to make your monsters, rooms, and objects better and smarter we do not cover how to write the DIL functions covered in the DIL manual. The following are topics covered by this book:

  • Compiling and Debugging
  • Zone Structure and Building Blocks
  • Writing Rooms
  • Writing NPCs
  • Writing Objects
  • Doing the Resets
  • Color and Formatting Codes

Credits

The basic zone writing manual you are reading now, didn’t just come flying out of this author’s head. In fact it is a conglomeration of several old texts no longer used. I had first thought about quoting and giving credit to each person who had ever modified or created portions of the first documentation but because of the nature of the way they were built it was impossible to know who did what. I therefore have decided to create a list here of everyone who has ever worked on or had a hand in the development of the basic zone writing documentation and references.

Original DIKU Coding Team

NameContribution
Hans Henrik StaerfeldtOriginal DIKU development
Sebastian HammerOriginal DIKU development
Michael SeifertOriginal DIKU development
Katja NyboeOriginal DIKU development
Tom MadsenOriginal DIKU development
Lars Balker RasmussenOriginal DIKU development

These are not only the original DIKU mud developers but a few of them designed and developed the VME server. They authored the original documentation texts (abilities.txt, guild.txt, monster.txt, objects.txt, rooms.txt, vmc.txt) that were incorporated into this book.

Contributors

NameContribution
Andrew CowanCreated the first zone tutorial, contributions to DIL language
Ryan HollidayMajor updates to the tutorial (version 2)
Peter RyskinWrote the original exit definitions explanation
John ClareMajor updates to the tutorial (version 3)
Marc BellemareCombined and revised tutorial and vmc.txt into one document
Jennifer GarubaCreated the first shopkeeper documentation
Brian SpantonConverted original vmc.txt to HTML, fixed inconsistencies
Kathy PerryWrote the original compiler how-to
Mark PringleMain editor for spelling and grammar
Morgan ShaferWrote the guild definition primer explaining teachers
Karen E. HannumSecondary copy editor and manual tester

General Compiler Information

In order to get your zone onto the MUD you must convert your zone from readable English text to binary form the server can understand. The way you do this is with a compiler. No, don’t freak out! You don’t have to be a skilled programmer to use a compiler. The only thing you have to do is format your rooms, objects, and non-player characters (NPC) in a form which the compiler can understand. The great thing about the VME is you can do all your zone writing in your favorite editor without having to log on to code. For those of you who have coded for other mud servers and are used to coding online, this may be a new experience for you but you will find you can plan out better designed areas offline than you can online.

This chapter will mainly cover the Valhalla Mud Compiler (VMC), how it works, and how the Valhalla Mud Pre Processor (VMC -p) works. We will also throw in some debugging hints but debugging will be covered more as you begin creating parts of your areas in the following chapters.

The Compiler

VMC is the Valhalla Mud Engine Compiler for VME servers. A compiler takes a source file or better described as your areas input file and converts it to a binary file the server can then load and use online. In the VME we call areas you build ‘zones’, therefore the source file for a zone has the extension ‘zon’. In order to make this more clear we will start with our first example.

Let’s say you were making a zone of dragons. You may want to call the file something resembling its contents like, dragon.zon. Notice we have appended the ‘.zon’ extension. The compiler requires all zones to end in ‘.zon’ in order for it to know this is a zone source file.

Now let’s say we have completed writing our first zone and want to compile it. The command is simply: vmc dragon.zon

If the zone compiles correctly it will indicate success by printing a message to the screen and outputting several files with the same root name as the original zone source file but with different extensions. In this case, there would be the following:

  • dragon.data - The file holding the binary version of the zone
  • dragon.reset - The file containing the reset information for the zone
  • dragon.err - Error/warning output file (always created)
  • dragon.dot - GraphViz DOT file showing room interconnections (not used by the engine, only for visualizing zone maps)
  • dragon.dh - DIL header file with template signatures (only created if zone has a %dil section with templates)

If the zone doesn’t compile correctly and you have errors, it prints a list of the errors and where they can be found so you can fix them. The debugging process will be explained more as you learn how to create rooms, monsters, and objects.

The VMC Pre-processor

The VMC Pre-Processor (VMC -p) can be thought of as a powerful search and replace tool used by the compiler before it converts the zone to its binary form. This tool gives you, the builder, the ability to add comments, create short hand expressions for repeated items, include other files in your zone, and even do minor calculations when necessary.

Note: If you have coded in C or C++ before, the Pre Processor the VMC uses is no different and you can skip this section.

Commenting Your Zone

The practice of adding comments to your zone is a good thing to get into so the administrators and other builders can help you with your zone. A well commented zone will help them know what you were trying to do if there are problems. Also, if changes are made later on, it can help you remember what you were doing months or even years ago when you first built the zone. Comments aren’t as important when writing the zone as they will be when you start writing your own special DIL functions but it is important to know how comments work. It is also a good habit to get into in general.

A comment is a block of text the compiler will never see and is there only for you and whoever else reads the source file. In order to make it so the compiler will not see these notes, you must surround it by a set of symbols that tell the Pre-Processor to strip it out before passing the zone on to the compiler. These symbols are the /* and the */ symbols or the // symbols together in front of a single line.

In order to best explain how comments work we will give you a somewhat strange example. First we will start by showing you a very basic line you will see time and time again in rooms.

title "this is a title"

This is a title it will show up in everything from rooms, to objects and even NPCs. Now lets see what a commented line would look like.

//I am going to make a title now
title /* I put the keyword
first*/ "this is a title"/*then the title*/

This of course is very ugly but the point is not to be pretty it is to show you both the first way and the second way will look exactly the same to the compiler because all comments are removed before the compiler ever gets it. A better use of a comment in a zone however would be something like this:

/*
The following ten rooms are the vineyards,
there are 97 rooms in the zone.
*/

//Zone first created 1994
//Mod 1.1 1995 added quest

You will find comments will make coding large zones much easier because you can add text meant just for the builders’ eyes.

Note: You will have to decide if you want a multi-line comment or a single line comment and use the /**/ or the // respectively. The rule of thumb is if the comment is longer than 1 line it is easier to put the /**/ around the comment than to comment each individual line.

Macros and What They Can Do For You

When making a zone you will find there are things you use more than once. In fact you may find things you want others to use or things you want to use in multiple zones. It’s true you could block and copy and stick them everywhere. In fact, that is what I did when I first started building. I soon found my zone file was extremely large and hard to upkeep. With a few minor changes and a lot of deleting I used short hand or better known in the world of coding as macros to make my zone readable and to make sure that everything was consistent across zones.

Let’s say you had some flags you were going to set in fifty rooms and you knew they would all be the same. You could type the following line 50 times.

flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}

With macros, however you could make this much easier by just doing the following at the beginning of your zone.

#define DIRTFLOOR flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}

Then where ever you want the flags you just type DIRTFLOOR. You are probably thinking, yeah big deal I can do that with block and copy. True but there is another benefit to this. Let’s say later you wanted to also make these 50 rooms no teleport. All you would have to change is the define like this:

#define DIRTFLOOR flags {UNIT_FL_NO_WEATHER,UNIT_FL_INDOORS,UNIT_FL_NO_TELEPORT}

Now when you recompile, all 50 rooms are changed and you didn’t even have to do a search and replace.

You can also make macros that take arguments. The ability to take arguments is where macros take a leap and a bound out in front of your favorite editor to allow you to do things you can not do easily with search and replace. Let’s say you have an exit descr you want to use in 50 swamp rooms because heck everything looks the same in a swamp when you look one direction to the next.

east to swamp1 descr
"You see the swamp stretch out for miles";

This could be made into a macro like:

#define SEXIT(direction, place) direction to place descr \
"You see the swamp stretch out for miles.";

Then all you need to use it is:

SEXIT(east,swamp1)
SEXIT(north,swamp2)
SEXIT(south,swamp3)

Note: There is no space between ‘SEXIT’ and ‘(’ that is important because the CPP sees ‘SEXIT(’ and ‘SEXIT (’ as two different things. It is also important to notice all defines must start at the beginning of the line and be either one line long or have a \ telling the pre processor that it should continue with the next line as if it were this line.

You can also combine macros together so you have a set of macros like:

#define DIRTFLOOR flags {UNIT_FL_NO_WEATHER,UNIT_FL_INDOORS,UNIT_FL_NO_TELEPORT}
#define DIRTSECT  movement SECT_INSIDE \
DIRTFLOOR

You may have noticed I capitalize all macros. This is not necessary however it is suggested so you can easily tell what is a macro and what is not. If you are building for someone else’s MUD, you should check with the Builder Admin to see what naming standards they may have.

Including Other Files in Your Zone

Another function of the VMC Pre Processor, #include, allows you to include other files in your zone file. The VME comes with some basic include files you can use the macros out of and use as examples on how to make your own include files. These files are the composed.h, vme.h, values.h, base.h, liquid.h, and wmacros.h. Including composed.h will include all the rest of the include files into your zone because it has include statements that use all the others.

Note: You will want to include the files at the beginning of your zone file because all defines you use must be defined before you use them.

Doing Minor Calculations

You can also do minor calculations in a macro. Let’s say you wanted to make it so the higher level an NPC was the heavier he was and the taller he was. This would be simple with a macro.

#define MLEVEL(lvl) \
level lvl \
height lvl+72 \
weight lvl*9

This macro would increase the height and weight depending on what level you made the NPC - pretty simple. There is much more a macro can do for you but the Pre Processor and all its uses go far beyond the scope of this manual. If you are really interested in all the neat things it can do type the following command at the ‘$’ prompt on your Linux box: man cpp

The C-Pre Processor is what the VMC Pre Processor is based on and most if not all functions of the CPP work in the VMC.

Zone Source File

In this chapter we will define all the sections of a zone file and go in-depth on the zone information section. Once complete with this chapter you should be able to create an empty yet compilable zone.

A zone source file is split up into 6 sections: a zone-declaration section, a mobile (NPC) section, an object section, a room section, a reset section, and the DIL section. The zone section is the only section that has to be in the file, and they may appear in any order.

Each section is preceded by a section header. These are the six possible headers:

  • %zone
  • %dil
  • %rooms
  • %mobiles
  • %objects
  • %reset

The first four sections may be considered lists of definitions. The reset section can be considered a program in a simple programming language. And the DIL section is a bit special - it includes the zone templates (DIL functions that can be used from any zone, on anything, as opposed to “specialized” DIL functions placed inside a unit’s definitions). After all sections you are using are defined you must tell the compiler you are done - the special symbol %end must be placed at the end of the zone for this reason.

Definition Types

When creating your zone there are six main building blocks. We call these definition types. Each type represents some kind of data you want the compiler to be able to recognize. These data definitions take the basic form:

field value

Where field is the name of a data field, and value is some value. Values are of one of 6 types:

Integer

A whole number or if you are in practice of using Hex you can use the C style hex numbers in either upper or lower case (i.e. 0X0f3 or 0x0f3).

String

Text enclosed in Double Quotes. The string can span more than one line as it would in a description.

title "The dark dragon altar"
descr
"There are many things you can see and there are many things that
can't be seen but this is still a description none the less."

Stringlist

A set of strings, it can be a single string or multiple depending on your needs. These are used in names, extras, creators, and special keywords all to be defined later in their respective places. These are defined in the following manner:

<fieldname> {"string1","string2","string3", ...}

Intlist

A list of numbers which can be used with an extra. This type works like the stringlist but doesn’t need the quotes.

extra {"mynumberlist"} {1,2,3,4,5,6,7,...}
"This is a number list attached to an extra"

Flags

Like the Intlist the flag is defined with a list of numbers. The list of numbers is not taken literally, however it is combined to create one number by binary ORing the number list together. If that confuses you don’t worry, it takes some getting used to. These types are used for manipulation, flags, and positions.

flags {2,8}
manipulate {8}

In the previous example the ‘flags’ value after this zone compiles would be 10 because binary ORing the two flags together is a lot like adding. The two numbers probably make no sense so most flags you use will have defines; if I used the defines found in vme.h, the previous example would look like this:

flags {UNIT_FL_INVISIBLE,UNIT_FL_BURIED}
manipulate {MANIPULATE_WEAR_BODY}

We will cover this more in-depth later but it was necessary to give a good overview so you understand this field type enough to recognize what it is when you see it.

Symbol

A label you reference from other parts in your zones. Every unit (room, object, NPC) and even the zone itself has a unique label that can be referenced. It is important to make symbol names that are clear so the Administrators of the mud know what each item is when using the online administration commands.

dark_sword   /* good symbol */
rm_5892      /* bad symbol */

When loading items online the zone symbol and the item symbol are combined to create a reference to the item. For example if our zone name was ‘dragon’ and our item was ‘dark_sword’ the symbolic name for this item would be dark_sword@dragon. Using symbols will be covered more in the DIL manual and in the administration manuals for loading objects online. For now it is enough to understand symbols must follow the following rules when being defined:

  • The first letter of the symbol must be a letter of the alphabet or a _ character
  • Characters following the first can be numbers, alphabet letters, and _ characters
  • The name can be no longer than 15 characters
  • No reserved keywords can be used as a name (see the appendix on Reserved Keywords)

Note: The end tag that ends all unit definitions is also considered a symbol - it is just a symbol that must be included.

Other Field Types

There are two other field types that can not be defined as a regular field type. These are the function reference and the structure. The function reference can be either a reference to a DIL function or a special function called from the base code.

Note: Special functions are being replaced with DIL for better performance and should only be used when no DIL functions exist to replace them.

The structure field types are a combination of other field types to make a special field type for the unit being defined. A good example of this is an ‘exit’ for a room. The exit has everything from flag, string, stringlist, and even description fields. The exit field will be defined much more in-depth in the chapter on rooms but it is important to know some fields are considered Structure fields because they can have many values. The only two structure fields are the exit and extra fields which will both be defined more later because they can be used differently depending on what you are using them for.

Zone Information Section

The zone information section is the only section that must exist in the source file of your area. Without this section the compiler is unable to create the zone because frankly it doesn’t know what to call it. It is also the easiest of the sections to learn because there are only a few possible fields. The Zone-section defines the global parameters for the current zone. It is usually wise to place this section in the top of the source file to make it easy to find the zone information when editing the file.

Zone Section Fields

FieldTypeDescription
%zoneSymbolThis entry defines the name of the zone. Default is the preceding component of the current filename, minus the trailing “.zon”. Note, the symbol should be added after the %zone tag, which should always be put, even if you do not add a symbol after it.
titleStringThis is the title of the zone, for example “Dragons Nest”, “Dark Station”, “Creators Hide Out”. It is used mainly for the areas command so players can get a list of all the areas in the game. It can however be accessed by the ‘zoneptr’ variable type in DIL. If you have a zone that spans across multiple source files you only need to define the title once. If you put the title in all source files it will show up multiple times in the area listing. You would also leave this blank if the zone should not be on the areas list like an administration zone.
lifespanNumberThis defines the interval between resets for this zone, in minutes. Default is 60 if this field is left out of the information section.
resetNumberThis combined with ‘lifespan’ defines if the zone will be reset. This field gives the condition that must be met to reset the zones - you should use the defines in the vme.h: RESET_NOT, RESET_IFEMPTY, and RESET_ANYHOW. Default is RESET_ANYHOW, which means the zone will be reset even if players are present within it.
creatorsStringlistThis field is where you place the creators of the zone. With this field filled out the Administrators and builders can easily find out who the zone was written by and be able to contact them if there are problems.
notesStringThis is a plain text description of the zone for administrators and builders. It is often a good idea to include your e-mail address in the notes so you can be reached easily by the administrators.
weatherIntegerSets the starting atmospheric pressure for the zone. Valid range is 950-1050; default is 1000. Higher values mean clearer weather, lower values mean stormier. Special values: 900 means climate-locked permanent storms (e.g. a dreary swamp), 1100 means climate-locked permanent clear (e.g. a desert). Optional field.
helpStringHelp text shown to players when they use the zone help command. Optional field.

Zone Information Examples

The only field that must exist when you go to create the zone information section is the %zone. Leaving the %zone field out will cause an error when you try to compile it. We suggest you not only put the %zone field but you also add a symbol or as I call it a zone name. The following are three legal examples of a Zone information header. You be the judge of which is more informative.

/* wrong */
%zone

/* bad but better than nothing */
%zone bug_planet

/* The way it should be done! */
%zone dragonst
lifespan 20
reset RESET_ANYHOW
creators {"whistler"}

notes
"This is the dragon station I shortened it to dragonst for ease in
loading. If you have any questions email me at admin@example.com"

help
"Not sure what could help you now. You are stuck on one of the
weirdest space stations you have ever seen and you smell burning
sulfur."

If you felt like it you could add a %end to the preceding examples and compile them. They would create an empty zone so wouldn’t be very exciting but at least it’s possible. We will not go into any compiling until we have at least one unit type to compile because it is pretty useless to do. The next chapters will define the basic unit building blocks you will use for rooms, objects, and NPCs and start you off on compiling.

Unit Building Blocks

When creating your zone you will find some basic structures are used in all three unit types: rooms, objects, and NPCs. In this chapter we will define the main building blocks of all units along with some helpful hints.

No matter which unit type you are dealing with there is a simple basic structure that lets the compiler know not only what unit type it is dealing with but where one unit begins and where it ends. The way the compiler tells what unit type it is dealing with is by the section header %rooms, %objects, and %mobiles. All rooms must be defined under the %rooms header and likewise objects and NPCs under their respective headers. Each unit starts with a symbolic name called the unit symbol and ends with the keyword end. The following would be a legal definition of any unit type:

symbol_name
end

If you define a unit like this when it loads it will be blank. While this is not extremely useful, it is good to know you can leave out any field you don’t feel you need.

Symbol Field

In the last chapter we defined the different field types and rules you must follow when defining a symbol. It is important enough to review these rules here so you do not run into problems when creating your units.

  • The first letter of the symbol must be a letter of the alphabet or a _ character
  • Characters following the first can be numbers, alphabet letters, and _ characters
  • The symbol can be no longer than 15 characters
  • No reserved keywords can be used as a symbol (see the appendix on Reserved Keywords)

Note: It is also important to know currently it is hard to deal with units having capital letters in them. This may be fixed in the future but it is good practice to use all lower case characters in the symbols.

Another thing you should think about when defining your symbol names is to be clear about what the unit is. When you list units on the VME server with wstat the symbolic names are shown. If you were to see the list: i6853 b2419 l1854 you would have no idea what those three items were unless you personally built them recently. Therefore it is a much better coding practice to name things what they are like: long_sword healer_hut dog

Title Field

The title field is probably the easiest field on all units. It is what is shown on the first line of a room when you enter and it is the name shown when you get an object or attack an NPC. There are only two important things to look at when defining titles: punctuation and capitalization. Room titles need to be capitalized and so do proper names but the first letter of an object title or an NPC title do not normally need to be capitalized. This is best explained by some examples:

title "The Dragon's Inn"   /* good */
title "a big bull dog."    /* bad - has a period at the end */
title "Bill the destroyer" /* good */
title "A long dagger"      /* bad - capital 'A' */

Now to show why some of those are good we will demonstrate by some sample output in the game:

prompt: l
The Dragons Inn
You are standing in a moldy inn.

prompt: get A long dagger
You get A long dagger.

prompt: kick dog
You kick a bull dog. in the head.

Notice the ‘A’ and the extra period do not really look right where they end up appearing in the game. These may be minor nitpicky details but if you do it right the first time you won’t have to deal with the English major that just happens to be playing on your mud.

Names Field

The ‘names’ field defines the names everything in the game can use to interact with your unit. For rooms the names are used as teleport or goto points for characters and NPCs or they are sometimes used for special DIL functions on objects to trigger in certain rooms. On NPCs and objects names can be used for anything from poking a player to giving a player an object. The names field is very flexible - it has even been used to store what a container is holding in order to have quick access to the names in the container.

When making rooms it is not necessary to put room names. In fact it is a good way of making sure players can’t teleport to certain rooms because if the room doesn’t have a name the person can’t teleport to it. Objects and NPCs must have names because if you leave names off of them you can not pick them up or kill them depending on which you are dealing with. It is also good practice to use all combinations of the object or NPC’s title so a player will know exactly what to type to use the item. For example:

bad_obj
title "a small dog"
names {"small dog","small","dog"}
end

It is up to you as a builder if you want to use names like ‘small’ in your names list since you would not ‘get small’ in real life - it may not have to be added to the names list. It is important however to define your names from big to small because of how the VME command interpreter handles names of things. For example if you had the following names:

small_item
title "a small item"
names {"small","item","small item"}

When you try to give small item Bill the interpreter would try to give small to item and that would not be what you wanted to do. Don’t worry the compiler will catch this and give you an error something like:

Name order error (or matching names) for 'small' in small_item@zone

Description Field

The description building block is used in many places. You will find description fields on extras, exits, rooms, NPCs, objects, and as you have already seen the help and the notes field of the zone information section are also description fields.

Depending on what you are working on, description fields can mean totally different things to the person looking in the room. A description field on a room can be the inside or outside of the room’s description. A description on extras can be an NPC’s description or an extra description on the room like if you looked at a ‘rug’ or a ‘chair’. On an exit the description field describes what you see when you look in that direction from the room you are in. The important thing right now is no matter where you use them they all work the same.

Description fields like the title field have a tag or unlike the title field can have a set of tags before them like in extras or exits but like titles they are just a string surrounded by quotes. You can make multiple line descriptions - if the description is on an NPC you may not want to since it is the description shown when you walk into the room. The following would be some examples of room descriptions:

descr
"This is how you would define a room descr and as you can see it can
be much longer than a line if you like."

extra {"basic extra"}
"This is a description field on an extra."

extra {"more advanced","extra"} {1,2,3,4,5,6}
"This is still the description field. Like the room description or
any description field for that matter this can be longer than a
line."

east to bathroom descr
"You see one big toilet!";

Extra Fields

The extra field is the work horse for the builder. It is the building block that most brings your zone to life. You can use it to describe body parts or items in a room. When you use DIL you will use extras to store information like quest information or special information you need later. Extras also store the main description on NPCs since the descr field on NPCs is really the long title shown in the room which will be explained later in the chapter on NPCs.

The extra is the first structure definition you have run into so it may take some playing with to figure it out. The extra has actually 4 fields - three of them must be there in some form. The first is the identifier that tells the compiler that this is an extra, the second is a stringlist, the third is an optional Intlist, and the final one is the extra description field. If the extra had all the fields it would look like this:

extra {"small chair","chair"} {1,2,3,4,5} "It's a chair."

If the previous wasn’t an example we would have left out the Intlist because it is not necessary to put the Intlist on a chair unless you want it there for some special DIL you are creating. The Intlist is the only field that can be totally left out but you can leave the stringlist blank when you want to make the extra the default description when the object, room, or NPC is being looked at, like this:

extra {}
"This would be what you see when you look at any of the names in the
names list."

We will go more in-depth into why you want to do this in the following chapters.


You are now ready to put these building blocks to work. You only have to learn how to put these fields to work for each of the three unit types, then you will be off and running.

The Room Section

The previous chapter gave you the basic building blocks that will be used all through creating rooms, NPCs, and objects. If you jumped straight to this chapter without reading about the general building blocks you might want to return to the chapter on Unit Building Blocks first. This chapter will deal with all the fields of rooms - what they are and how to use them; but, without the previous chapter you may get lost.

In order to get started building rooms you should first be aware of the room fields you can use. The following table shows a full listing of all the room fields and their types.

Room Fields and Types

FieldType
symbolic nameSymbol
namesStringlist
titleString
descrString
outside_descrString
extraStructure
movementInteger
flagsInteger
lightInteger
exitStructure
dilbegin/dilcopyFunction pointer
endSymbol
minvInteger
keyString
spellInteger
manipulateInteger
alignmentInteger
weightInteger
capacityInteger
gmapStructure

As you can see there are not a whole lot of fields you have to learn in order to make a room. In fact, as you will see shortly, some of these fields are not even used on rooms.

Description of Room Fields

Symbolic Name

The rules of the symbols has been explained in the chapter on Unit Building Blocks, if you didn’t read them yet you may want to review. The important thing to realize with the room symbol is it is always good practice to give the room a symbol resembling the title so administrators and builders can use the goto and the wstat commands to easily goto the room in question.

Title

The room title field should start with a capital and depending on your preference the compiler will not complain if you add punctuation at the end. The following are good examples of a room title:

title "The Post Office"
title "The deep dark jungle floor:"
title "The Dragon Station control room"

It is really up to you whether you want to use punctuation or not, it is more administrator personal opinion than anything.

Names

The names field on the rooms are not that important and only should be used if the builder wishes the room to be accessed by the players by a teleport command. If the room has no names no one will be able to teleport to it. On some muds there will be no teleport spell, so the only use for this field will be for DIL functions the administrator creates. If a builder wants the room to be accessible by teleport then the names should match the title since that is what the player will try to teleport to. A few good examples of names on a room would look as follows:

title "The Post Office"
names {"post office","office"}

title "the throne room"
names {"throne room","throne"}

Description (descr)

The description field is what the player sees when walking into the room or when looking with no arguments.

Outside Description (outside_descr)

This field is what is shown to a character if the room is loaded inside another room. For example if you had a room linked inside another room and called a barrel this would be the description that lets the character know it is a barrel. An example would be like:

outside_descr "a big old barrel is laying here on its side."

This allows a builder to make a room that looks like an object inside another room.

Movement

The movement field defines the endurance cost to a character when moving through this room. Currently all movement fields are constants and are defined in vme.h. The following is the movement sector types and their values:

SymbolNameEndurance Cost
SECT_INSIDEinside1
SECT_CITYcity1
SECT_FIELDfield2
SECT_FORESTforest3
SECT_HILLShills4
SECT_MOUNTAINmountain6
SECT_DESERTdesert8
SECT_SWAMPswamp8
SECT_WATER_SWIMwater-swim4
SECT_WATER_SAILwater-sail50
SECT_UNDER_WATERunder-water8
SECT_SNOWsnow8
SECT_SLUSHslush6
SECT_ICEice10

The movement is simply defined by placing the ‘movement’ keyword first followed by the type of sector you desire. For example:

movement SECT_FOREST
movement SECT_HILLS

Note: Only one movement is needed for a room. If you put more than one the last one added will be the one used.

Graphical Map Coordinates (gmap)

The gmap field sets coordinates for positioning the room on a graphical map display.

gmap(x, y)

If not specified, both default to -1 (unset). These coordinates are accessible in DIL via the .mapx and .mapy fields.

Example:

gmap(100, 50)

Flags

This field on a room is used to set special attributes in order to make the room private or no-teleportable and many others. The following is the list of possible already defined flags:

FlagDescription
UNIT_FL_PRIVATEWhen this flag is set on a room it marks it as a private room. Commands that honor the private flag will not let more than 2 players into this room. Commands like goto and direction commands honor this flag.
UNIT_FL_INVISIBLEMakes unit invisible
UNIT_FL_NO_BURYMakes a hard floor so items can’t be buried
UNIT_FL_BURIEDMakes unit buried when loaded
UNIT_FL_NO_TELEPORTMakes unit so no one can teleport to it
UNIT_FL_NO_MOBMakes it so no mobile will enter the unit
UNIT_FL_NO_WEATHERKeeps weather and natural light out of unit
UNIT_FL_INDOORSMakes unit inside and doesn’t affect weather
UNIT_FL_TRANSMakes unit transparent
UNIT_FL_NOSAVEMakes it so you can’t save with unit
UNIT_FL_SACREDMakes unit a double gain unit
UNIT_FL_MAGICMarks a unit to be magic

Extra

Extras are the work horse of the VME. Extras are used in everything from DIL to just normal extra descriptions on rooms. The first job for an extra was to hold extra description information on a room. For example, if you had a computer room and you described it might look something like this:

descr
"This small room houses the computer power of the VME development team.
All four walls are lined with various pieces of computer equipment old pizza
boxes and plenty of empty soda cans."

The problem is as a player if you saw this description you might want to know what kind of pizza we eat or maybe you would want to see what kind of soda we drink. Or heaven forbid you might want to know what kinds of computer equipment is scattered about the room. In the VME servers we do this by adding extra descriptions to the room. In this case the builder of the zone may do something like this:

descr
"This small room houses the computer power of the VME development team.
All four walls are lined with various pieces of computer equipment old pizza
boxes and plenty of empty soda cans."

extra {"soda cans", "cans", "soda", "can"}
"These cans are all Canadian blue. Maybe the Valhalla team hates American
beer. Strange all of them look to have strange indentations."

extra {"strange indentations", "strange indentation","indentation"}
"They are human bite marks. Is this what happens when code doesn't work right?"

extra {"pizza boxes","pizza","boxes","box"}
"Dominos could make a fortune from all these boxes and probably already have
from the VME team. You notice all the boxes are empty at least they finish what
they start."

extra {"computer pieces","computer parts", "equipment","hardware", "pieces", "parts"}
"I bet you thought you would see what we have running. Yeah right, you might come
over and rob us if we told you that. All you see is an old XT."

extra {"xt"}
"It's a hunk of junk really!"

There is a lot to notice in the previous examples. First we will start with extras when defined on rooms, NPCs, and objects must be in length order for the names. There are a few reasons for this but let’s just say the most important reason is we wanted it this way. If you don’t put them in order the VMC will give you a fatal error and will not compile your zone.

The next thing you should notice is we have used an extra to describe something in another extra. We actually did this twice - once for the beer cans and once for the computer parts. That way you can actually give quest information but make the person really have to explore your rooms’ descriptions to find it.

Special Extras

The previous example is what we consider normal extras in a room. There are also extras that hold information for DIL functions. These special extras can have extra fields and they can be hidden to the players’ eyes. Here are some examples of special extras:

extra {"$rockcount"}
"5"

extra {"$playerkill"}
"0"

extra {"$coke","$milk","$water"} {1,5,10}
"Drinks and amounts"

These extras all have the ‘$’ sign appended to the front of the names in order to tell the look command the player shouldn’t be able to look at the extra. If you have not already seen DIL coding you may not understand why you would want extras players can’t see. The DIL language can manipulate these extras by reading and writing them in order to change the way a command or another function works. For example, the last DIL could be used for a shopkeeper to tell how many of each type of drink he has. Notice the drink extra also has an added integer list after the namelist. All extras can have these but only extras being used with DIL functions really need them.

The $get Extra

There is only one special extra already supported for rooms and that would be the $get. As we have previously mentioned the extras that start with a dollar sign are not seen by the players. This one however is shown to the player when the person types get on the other names in the extras list. This is easier to describe in an example:

extra {"$get", "statues", "statue"}
"You attempt to pick up a statue but quickly discover your feeble
attempts will never work."

extra {"$get", "red roses", "roses"}
"You bend down to pick a rose, but then decide to leave the beautiful
flower to itself."

With this one special extra we have made it so you don’t need to make millions of items so the person can act upon them. You can just make the acts as if the items were in the room.

Exits

Every room has ten possible exits: North, East, South, West, Northeast, Southeast, Southwest, Northwest, Up and Down. To enable mobile use of these commands, you must specify these exits as outlined below:

<direction> to <destination> [descr <description>] [open {<infoflags>}]
[key <keyname>] [keyword {<keywords>}] [difficulty <value>];

Exit Components

<direction>

The direction the exit leads, i.e. one of north, south, east, west, northeast, southeast, southwest, northwest, up, down.

to <destination>

The symbolic reference to the room you want this exit to lead to. If you reference a room within another zone, append the name with @<zone name>:

to myotherroom

to hisotherroom@hiszone

open <info flags>

These flags describe the state of the door:

  • EX_OPEN_CLOSE - Set this if you can open and close this exit, be it a door, gate or otherwise.
  • EX_CLOSED - Set this if you want the exit to be closed at boot time.
  • EX_LOCKED - Set this if you want the exit to be locked at boot time.

Note: An interesting aspect is, if you do not specify a key, you can only unlock this door with the ‘pick’ skill, ‘unlock’ spell or from DIL with UnSet().

  • EX_PICKPROOF - Using this flag renders the ‘pick’ skill and ‘unlock’ spell unusable on the lock of this exit.
  • EX_HIDDEN - If this bit is set, the exit is hidden until the player has successfully searched for it using the ‘search’ command. Use with the difficulty field to set search difficulty.
  • EX_CLIMB - Indicates the exit requires climbing (uses climbing skill).
  • EX_FALL_THIS_WAY - Used with EX_CLIMB to mark the direction characters fall when they fail a climb check. Characters continue falling through rooms with this flag until reaching one without it.

difficulty <value>

Sets the skill difficulty for picking locks or searching for hidden exits (0-250). Higher values make it harder to pick or find. If not specified, defaults to 25.

key <keyname>

The symbolic name of a key object used for unlocking this exit:

key mykey@myzone

keyword { <stringlist> }

This stringlist holds all the names of the exit you specify to manipulate the exit. If the exit is a hidden exit, these are the keywords the mobile or player can search for:

keyword {"wooden door","door"}

keyword {"hidden door","door","hatch","floor"}

descr <description>

This string is the description of what you see if you look in the direction of the exit.

;

Every exit statement needs to be terminated with a semi-colon.

Note: Even though you do not need an exit in all directions, you can use it to place descriptions of the direction:

north descr "An insurmountable mountain blocks your way.";

Minv

This field is rarely used on rooms. It could however be used to make a room invisible inside another room. Or it could be used to store numbered values on a room. If the room is going to be inside another room and you don’t want it visible the following would make it invisible to all players below the level of 20:

minv 20

Key, Manipulate, Alignment, Weight, Capacity

These fields are not used normally on a room. They exist because they are part of the base object all unit pointers (rooms, objects, and NPCs) are derived from. They can be used for anything you desire.

Light

This field sets the light on a room. Normally this is not done directly, instead it is set using macros defined in wmacros.h:

DefineLight ValueAffect
ALWAYS_LIGHT1Room is always light no matter time of day
IN_ALWAYS_DARK-1When an inside room is always dark - both inside and outside
OUT_DARK_NON_NOON-1Always a dark room, except when it is high noon
OUT_ALWAYS_DARK-2Always a Dark room, no matter the time of day

To set natural light that changes depending on the time of day nothing is needed to be put in the light field - the compiler will default to ‘0’. You will also notice there are two macros that set the light to the exact same value. This is for compatibility with older code base.

This is probably one of the simplest fields you will have to deal with in the rooms. In order to set it all that is needed is to place the macro or the light and value on a line in the room:

// To set always light with macro
ALWAYS_LIGHT

// To set always light without macro
light 1

DIL Functions (dilbegin or dilcopy)

The DIL functions are what give VME servers the edge over all other muds. We will only give some examples here and leave it up to the DIL manual to teach you how to create your own functions that will make your rooms, NPCs, and objects more than special.

There are currently three room functions that come standard with a VME in the function.zon. There are much more in the zones released with the VME but you will have to hunt for those. The three that come standard are Safe room, Death room, and forced move. The safe room makes it impossible for players to kill each other, the death room is a function that lets you make things like rock slides and quick sand, and the forced move lets you make an easy river.

Since these are just DILs written by builders for the Valhalla mud all you have to do is use the dilcopy keyword in the room with the function name you want to use and the arguments the function requires. For example, using the death room function:

dilcopy death_room@function(PULSE_SEC*60, 25, "Flames shoot from the floor burning your rear.");

This says to copy the DIL from zone function with the arguments: PULSE_SEC*60 ticks (60 seconds), damage 25 hit points, and act as shown. Pretty simple!

Building Your First Room

Now you are ready! With all you have learned about room fields you know everything you need to build your first room. I personally like dragons and I like space so I have chosen to make a dragon station. We will first do a simple room and build on to it in the next sections. In this section we will walk you through creating a basic room and why we choose what we do where we do.

When making rooms you create the zone source file first as shown in the Zone Source File chapter. If you only have rooms you do not need the %reset, %objects, and %mobiles. For the examples in this chapter we will use the zone we created in that chapter and add the %room tag where we will put all the rooms. At the end of the chapter we will have the entire zone so you can see it all together.

The first part of all rooms is the symbolic name. It is good to always pick a name that will match the title so you can use the administrator command goto to easily get to the room. The reason is when you use the command wstat it will only show you a list of the rooms by symbolic name. For example if you type wstat zone dragon room you will get the following:

List of rooms in zone Dragon:
chamber portal office

If you didn’t make it clear what the rooms were by the symbolic name it might look like this:

List of rooms in zone Dragon:
st_rm1 st_rm2 st_rm3

While this might be great when you first start, imagine trying to remember what all one hundred rooms are.

The first room we will create will be a simple chamber with nothing special. We can build on to it later if we need to.

chamber
end

Pretty easy so far. Now let’s add some life to it. The room needs a title and a description. The title should be a one line description of a room as if you were walking someone around your house and telling them what each room was, like this is ‘My house’s big bathroom’ or maybe this is ‘The computer room’.

The description should be something you would tell an interior decorator you were talking to on the phone and asking for advice. He would want to know everything about the room you can see like furniture, the shape, size and windows.

chamber
title "The middle chamber of the station"
descr
"This chamber seems to have the entire station rotating around it.
Small human size ornate chairs with dragon designs scrawled on the
arms and back are arranged in a triangle like setting with one large
chair at the front.  This must be where all station meetings are held.
large pictures cover the walls depicting dragons in all kinds of
situations.  Small passages lead off to the west and the east."
end

It is a matter of taste if you want the descriptions of the exits in your description or not but I like them so I put them. Now if you gave this description to the interior designer, they might ask you what is on the pictures or maybe even what exactly do the chairs look like, so we better take care of that by adding some extras to our room.

extra {"chairs","chair"}
"The chairs are made of some metal you don't recognize and every inch
is covered with some kind of dragon."

extra {"dragon picture","picture"}
"Thousands of dragons dot the skies of this rather life like picture.
In the center you see something move.  It looks to be a little green dragon."

extra {"green dragon","dragon","green"}
"An intelligent looking dragon is sitting perched on a large chair
watching you."

Normally we could put a movement type for the amount of endurance lost when a person is moving through the area but we will leave it blank and go with the default which is SECT_CITY since with the fake gravity that is the closest we could come with the sector types available. The last thing we need to finish our room is the two exits leading to the other rooms.

west to portal descr "You see a small room.";

east to office descr "You see what looks to be an office.";

That’s it - that is all there is to making a room. In the next couple of sections we are going to add some more rooms with more advanced features and give some debugging hints for compiling your rooms but if you understand everything so far you’re going to have no problem. Let’s take a look at our entire finished first room:

chamber
title "The middle chamber of the station"
descr
"This chamber seems to have the entire station rotating around it.
Small human size ornate chairs with dragon designs scrawled on the
arms and back are arranged in a triangle like setting with one large
chair at the front.  This must be where all station meetings are held.
large pictures cover the walls depicting dragons in all kinds of
situations.  Small passages lead off to the west and the east."

extra {"chairs","chair"}
"The chairs are made of some metal you don't recognize and every inch
is covered with some kind of dragon."

extra {"dragon picture","picture"}
"Thousands of dragons dot the skies of this rather life like picture.
In the center you see something move.  It looks to be a little green dragon."

extra {"green dragon","dragon","green"}
"An intelligent looking dragon is sitting perched on a large chair
watching you."

west to portal descr "You see a small room.";

east to office descr "You see what looks to be an office.";
end

Compiling and Debugging Your First Room

It is time we put the zone header information together with your first zone and compile it into a format the VME server can use. This is done by using the VMC compiler. Depending on if you are doing this on your own Linux server or if you are building for a VME already set up you will have to use the compiler access method they have defined. No matter if you are compiling by email, ftp, or at the command line with VMC the error messages will all be the same. Since I have no idea how your particular set up is designed I will explain the errors that the compiler will return and you will have to ask your system administrator how to access the compiler. The rest of this section is written assuming you have your own VME running on your own Linux box using the VMC at the command line.

When you are working on your first zone it is always a good idea to start with one or two rooms and compile them instead of writing all the rooms and then trying to compile. The reason is the more rooms you have the more confused you can make the compiler if you have a lot of errors and you may not be able to figure out where your first mistake was easily. In our case we only have our first room and the header information for the zone so let’s put it together now and try and compile it.


#include composed.h>
%zone dragonst
lifespan 20
reset RESET_ANYHOw
creators {"whistler"}

notes
"This is the dragon station I shortened it to dragonst for ease in
loading.  If you have any questions email me at admin@example.com"

help
"Not sure what could help you now.  You are stuck on one of the
weirdest space stations you have ever seen and you smell burning
sulfur."

%rooms

chamber
title "The middle chamber of the station
descr
"This chamber seems to have the entire station rotating around it.
Small human size ornate chairs with dragon designs scrawled on the
arms and back are arranged in a triangle like setting with one large
chair at the front.  This must be where all station meetings are held.
Large pictures cover the walls depicting dragons in all kinds of
situations.  Small passages lead off to the west and the east."

extra {"chairs","chair"}
"The chairs are made of some metal you don't recognize and every inch is
covered with some kind of dragon."

extra {"dragon picture","picture"}
"Thousands of dragons dot the skies of this rather life like picture.
In the center you see something move.  It looks to be a little green dragon."

extra {"green dragon","dragon","green"}
"An intelligent looking dragon is sitting perched on a large chair
watching you."

west to portal descr "You see a small room.";

east to office descr "You see what looks to be an office.";
end

%end

We added the %room tag to our zone header, stuck our room in and now it’s ready to be compiled and put into the VME server for you to be able to look at it in the game. If you downloaded our example zones for this document you can compile this zone along with us and fix the errors as we do for practice. The filename is debug_rm.zon. Just so you know the errors in this zone are intentional so please don’t write me an email telling me there are errors in it.

The command to compile the zone is VMC debug_rm.zon. Here is what we get when we first try and compile the zone:

VMC 3.0 for Muspelheim
Compiling 'debug_rm.zon'
<debug_rm.zon> @ 2: Bad include argument
<debug_rm.zon> @ 49: EOF in string
Fatal error compiling in preprocessor stage in file 'debug_rm.zon'.

Don’t worry if this looks scary, it really is much easier to read than it looks like. The first thing you need to realize about compiling is always fix one error and compile again because it might fix two or three errors after with one fix. The reason is once a compiler hits something it doesn’t understand it gets confused with the rest of the file. It is sort of like if you thought the word ‘water’ meant ‘fire’ and you tried to read a book it would get confusing really fast. So you have to correct the definition of ‘water’ to understand the rest of the book.

Let’s take the first error with this in mind. The first error shows up on line three of the error file it says:

<debug_rm.zon> @ 2: Bad include argument

This line is not really cryptic - reading it in a more English form would sound like: In file ‘debug_rm.zon’ you have an error at line 2, the argument to the include statement is not correct. Not all errors will be this clear but the compiler does its best to get you close to the error. Now if you look at line two in debug_rm.zon, you will find we forgot to put in the ‘<’ symbol. If you fix the line to look like:

#include <composed.h>

Then recompile you will have fixed your first error and get a whole new set to play with. The following is the errors we got after fixing line two:

VMC 3.0 for Muspelheim
Compiling 'debug_rm.zon'
<debug_rm.zon> @ 49: EOF in string
v: debug_rm.zon: 5: syntax error
   Token: 'RESET_ANYHOw'
v: debug_rm.zon: 22: syntax error
   Token: 'This'
v: debug_rm.zon: 27: syntax error
   Token: 'and'
v: debug_rm.zon: 27: syntax error
   Token: '.'
Grave errors in file 'debug_rm.zon'.

Now this looks to be a much more interesting error file than the previous one. Remember we mentioned you should always fix the first error first so the compiler doesn’t get confused. In this error file the first line is not the first error we need to fix. We have to do some logical reasoning here. The first error the compiler came across was the one on line 5 that shows up around line 4 of the error file. The lines before it are letting you know somewhere else in the file there is a missing quote. If we clean up the first error however we might be able to find this missing quote much easier.

So let’s start by looking at line 5 which is saying the compiler doesn’t understand what the token ‘RESET_ANYHOw’ is. This makes sense - the token should be ‘RESET_ANYHOW’ and the compiler is case sensitive. So all we need to do to fix this one is capitalize the ‘w’ and the error should be cleared up. Let’s try that and recompile and see what the errors look like. With that line fixed the following is the errors we get:

VMC 3.0 for Muspelheim
Compiling 'debug_rm.zon'
<debug_rm.zon> @ 49: EOF in string
v: debug_rm.zon: 22: syntax error
   Token: 'This'
v: debug_rm.zon: 27: syntax error
   Token: 'and'
v: debug_rm.zon: 27: syntax error
   Token: '.'
Grave errors in file 'debug_rm.zon'.

Again we must figure out which error message we should deal with first. As before we need to deal with the lowest number error. The error we need to fix first then is the one on line ‘22’. If you go to line ‘22’ you will notice the line looks fine. When you run into an error like this where the error is not exactly on the line, scroll up to the field before the one in question and you should find the problem. In this case we forgot a ‘“’ on the ‘title’ line and confused the compiler because it thought the ending quote was the one after the ‘descr’ field. Therefore the compiler didn’t understand the ‘This’ as a field. This is one of the harder errors to find but once you get used to it will come naturally and the compiler does try to get you close. Now if we add the ‘”’ we are missing and recompile the following is the output we get:

VMC 3.0 for Muspelheim
Compiling 'debug_rm.zon'
VMC Done.

Notice there are no errors and it says ‘VMC done’, this means you have now successfully compiled the zone. I want you to look at the last error file and the fact that we only changed a quote to go from it to no errors. This is why you always deal with one error at a time. Sometimes fixing one error can fix a lot of the weird errors that make no sense. In fact I have seen one quote cause as much as 50 errors so if you jump around trying to fix errors that look like they make sense you may end up making more work for yourself.

Now that you have a compiled zone you should check and make sure all the files are there. When you compile a zone you will end up with three extra files. The files will have the same filename as your zone with a new extension - in this case you should have the following:

debug_rm.data
debug_rm.err
debug_rm.reset
debug_rm.zon

If you have all of these you are all set to go. If not then there is something seriously wrong and you may want to write the VME staff for help. To get your new zone in the mud all that is needed is to make sure your zone is in the zonelist in the VME etc directory and copy these files into your zone directory. Then reboot the mud. You should be able to log on your builder character and goto your zone by typing goto chamber@dragonst.

There you go - you have now compiled your first zone. It’s not much to look at but with what you already know you could make a full zone of very basic rooms. The next few sections will teach you some of the more interesting things you can do when making your rooms.

DIL Functions for Rooms

The DIL language is the language a builder can use to make his own special functions on rooms, NPCs, objects, PCs, and much more. This manual is for basic zone writing and therefore will not go into how to write your own DIL functions. The VME however is released with many functions for you as an Administrator and your builders to use to make special rooms, NPCs, and objects. The following is a list of all room functions released with the VME server.

Death Room

This function is a simple function that allows you to create a room to do damage to a player. The death_room can kill them slowly like a fire cave would or it can kill them quickly as if you stuck them in a microwave - it is all up to how you set the arguments. It also lets you set the acts the players see so this function can be used on any number of death style rooms. There is no need to understand how the function works, just how to use it. The following is the function’s header:

// In function.zon
dilbegin death_room(tick: integer, damage: integer, act_s: string);

As with any function all you have to do is ‘dilcopy’ the function onto your room with the correct zone name and arguments and it will do the rest. In this DIL you have three arguments to pass. The first is the ‘tick’ or time which in this DIL is broken down into ‘ticks’ which are 4 ticks per second. Thus if you wanted to get something to do damage every minute you would put ‘60*4’ in that spot. The next is the amount of damage you want done per your time. If for example you want ‘60’ hit points damage done each round you just put ‘60’ as that argument. Finally is the act shown to the character as a string in quotes. So a finished death room on your room would look like this:

dilcopy death_room@function(PULSE_SEC*60, 60,
"Flames shoot up from the floor burning your butt.");

Climb

The climb system uses exit flags to require players to use the climb command instead of normal movement.

To create a climbable exit:

  1. Set the EX_CLIMB flag on the exit
  2. Optionally add a $climb_<direction> extra to configure fall damage

When a player tries to walk normally through an EX_CLIMB exit, they are prompted to use the climb command instead. The climb command performs a skill check using SKI_CLIMB against ABIL_DEX. On failure, the player falls and takes damage.

Example:

up to hawk_nest descr "A rope dangles down from the crow's nest."
   keyword {"rope", "up"} open {EX_CLIMB};

extra {"$climb_up"} {10}
""

The integer value in the extra sets fall damage per 10 points of skill check failure. If no $climb_ extra is present, fall damage defaults to 5.

Chained Falls:

To make players fall through multiple rooms (like down a cliff face), set EX_FALL_THIS_WAY on exits. When a player fails a climb, they continue falling through each room that has this flag until reaching a room without it.

// cliff_top - climbable exit, fall continues down on failure
up to cliff_top open {EX_CLIMB};
down to cliff_mid open {EX_FALL_THIS_WAY};

// cliff_mid - falling continues through here
down to cliff_bottom open {EX_FALL_THIS_WAY};

// cliff_bottom - no EX_FALL_THIS_WAY, so falling stops here
down to cliff_base open;

In this example, a player who fails the climb at the top will tumble through cliff_mid and land at cliff_bottom, taking accumulated damage.

Force Move

This function allows you to move a player or NPC from a room to another room without having the player or NPC type or do anything.

The following is the definition of the force move DIL:

dilbegin force_move(tick: integer, strings: string, random: integer);

The ‘tick’ parameter is how fast you want the force move to be triggered. The ‘tick’ is in 1/4 second increments so to get a one second wait you would place a four. The second parameter is a single string containing the room and act separated by “!”: the part before “!” is the symbolic name of the room you are forcing the character to, and the part after “!” is the act shown to the player or NPC when moved. The final parameter is either a one or a zero. The one stands for true and it would make the timer trigger randomly fifty percent of the time, while a zero would make it not random.

The following is what the force move would look like if you wanted it to trigger every 30 seconds and give acts of a river:

dilcopy force_move@function(PULSE_SEC*30, "river2@riverzon!You float down the river.", 0);

Safe Room

This function creates a safe room where combat is not allowed. The following is the definition and an example of how to use it:

// Safe room DIL definition
dilbegin safe_room();

// Example use of Safe room
dilcopy safe_room@function();

A More Complex Set of Rooms

In the last section you learned to make basic rooms. In this section we will build on what you already know to allow you to make much more fancy rooms. In this section we will give a much better view of the exits and what can be done with them including doors, hidden doors and rooms inside other rooms. We will also show some examples of the room DIL functions being used that were described in the previous section. Finally we will pull it all together in a completed zone for you to compile and play with.

Exits with Doors

When we first defined exits we included the ‘keyword’ and ‘open’ fields on a door. In this section we will give an example of two rooms linked together with a door. There is no new information you have not already encountered so we will start with an example:

hallway
title "Module tunnel"
descr "The hallway is about 50 meters long and around 100 meters from
side to side and top to bottom...."

movement SECT_INSIDE
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}

west to chamber descr
"The hallway opens up into a chamber.";

east to office descr
"You see what looks to be an office."
keyword {"air lock door","air lock","door"}
open {EX_OPEN_CLOSE, EX_CLOSED};

end

office
title "The station office"
descr
"Large paintings fill the walls of this part of the station...."

movement SECT_INSIDE
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}

west to hallway descr
"You see what looks to be a hallway."
keyword {"air lock door","air lock","door"}
open {EX_OPEN_CLOSE, EX_CLOSED};
end

One important thing you should notice is, whatever you put as a keyword, along with the direction, is what a person must use to open the door. To make sure the door closes at reset time you will have to add the doors reset to the ‘%reset’ section. The door resets will be explained in the Reset Section chapter. Notice also in this example we have a direction both in the room you are going to and the room you came from. This means you need a ‘west’ direction for every ‘east’ direction leading to it. If you do not put both you will end up with a one way direction.

Locked Exits

Now that you have making a door down, you may find that it is not safe to leave your doors unlocked. Well the VME is ready for you. You have already seen the ‘keyword’ and ‘open’ sections and what you can set in them. Now let’s use the ‘EX_LOCKED’ field with them and the ‘difficulty’ field to set how hard the lock is to pick.

The difficulty field sets the skill difficulty (0-250) for picking the lock. If not specified, it defaults to 25. Higher values make the lock harder to pick.

Now let’s add the difficulty and the locked flag to the exits and create the room:

hallway
title "Module tunnel"
descr "The hallway is about 50 meters long and around 100 meters from
side to side and top to bottom...."

movement SECT_INSIDE
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}

west to chamber descr
"The hallway opens up into a chamber.";

east to office descr
"You see what looks to be an office."
keyword {"air lock door","air lock","door"}
key nokey
difficulty 50
open {EX_OPEN_CLOSE, EX_CLOSED, EX_LOCKED};

end

office
title "The station office"
descr
"Large paintings fill the walls of this part of the station...."

movement SECT_INSIDE
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}

west to hallway descr
"You see what looks to be a hallway."
keyword {"air lock door","air lock","door"}
key nokey
difficulty 50
open {EX_OPEN_CLOSE, EX_CLOSED, EX_LOCKED};
end

The only thing you may be wondering about in this example is the ‘key’ field. I have picked ‘nokey’ as my value of the key. There is no key in this zone so all this does is create a key hole. If you leave the ‘key’ field out totally the only way you can open the lock is by a magical spell. It is also important that you read about resets of door locks in the Reset Section chapter.

Hidden Exits

Locking the doors may not be enough. In fact sometimes you may not want to lock the door but you might want to hide it. You can do both or either by using the EX_HIDDEN flag and the difficulty field on the exit.

The difficulty field (0-250) sets how hard it is to find the hidden exit with the ‘search’ command. Higher values make it harder to find. If not specified, it defaults to 25.

Now let’s put it all together and link two rooms together with a hidden door:

office
title "The station office"
descr
"Large paintings fill the walls of this part of the station..."

movement SECT_INSIDE
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}

west to hallway descr
"You see what looks to be a hallway."
keyword {"air lock door","air lock","door"}
open {EX_OPEN_CLOSE, EX_CLOSED};

south to portal_room descr
"You see what looks to be a portal room."
keyword {"air lock door","air lock","staff","door"}
key nokey
difficulty 50
open {EX_OPEN_CLOSE, EX_CLOSED, EX_LOCKED, EX_HIDDEN};

end

portal_room
title "Green field room"
descr
"Like the other rooms on the station this one is large enough for
dragons to comfortably fit in.  The strange thing about this room though
is it is totally empty except for a green field right in the center.
there is a door that leads to another room to the north."

movement SECT_INSIDE
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}

north to office descr
"You see what looks to be an office."
keyword {"air lock door","air lock","door"}
key nokey
difficulty 50
open {EX_OPEN_CLOSE, EX_CLOSED, EX_LOCKED};

end

Rooms Inside of Rooms

Now that you have normal exits down it’s time to take a look at something a bit different. Let’s say you wanted to put a barrel in a room that is also a room that has exits to other rooms. Or maybe in my case I want to put a transporter pad in the room that is also a room so you can exit back into the room you came from. In the case of the teleporter I could use an object but as you will find it is much easier to deal with a room for this than an object.

To put a room in a room it is much different than using the normal exit fields. The only thing needed is the ‘in’ keyword and the room you are linking the current room into. There is no need for a semi-colon. The following is what the line would look like:

in <room that room is in>

Not too hard. The following are two rooms, one in the other:

portal_room
title "Green field room"
descr
"Like the other rooms on the station this one is large enough for
dragons to comfortably fit in.  The strange thing about this room though
is it is totally empty except for a green field right in the center.
there is a door that leads to another room to the north."

movement SECT_INSIDE
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}

extra {"green field","field"}
"The field looks to be a green fog shifting and churning as you watch.
if you are nuts you could probably enter it."

north to office descr
"You see what looks to be an office."
keyword {"air lock door","air lock","door"}
key nokey
open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED};

//A link to the portal is also here
end

room_port
names {"green field", "field"}
title "Green field"
descr
"Green Mist swirls about you."

movement SECT_INSIDE
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}

in portal_room
end

Note: After adding a room in a room you should note the room in the description or put an ‘outside_descr’ on the room inside it. In our example we have chosen to add the description into the room instead of using the ‘outside_descr’. Also doors and locks work the same way as before - you can even hide this exit.

A Room Using Force Move

Sometimes you will want to help players along their path. This could be for a river that flows strongly enough to force a player’s raft downstream or maybe for a room of quick sand that sucks the player into another room. In these situations we need to use the force move DIL, explained in the previous section. Here we have built two rooms linked only by a forced move:

portal_room
title "Green field room"
descr
"Like the other rooms on the station this one is large enough for
dragons to comfortably fit in.  The strange thing about this room though
is it is totally empty except for a green field right in the center.
there is a door that leads to another room to the north."

movement SECT_INSIDE
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}

extra {"green field","field"}
"The field looks to be a green fog shifting and churning as you watch.
if you are nuts you could probably enter it."

north to office descr
"You see what looks to be an office."
keyword {"air lock door","air lock","door"}
key nokey
open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED};

//A link to the portal is also here

end

ship_port
names {"green field", "field"}
title "Green field"
descr
"Green Mist swirls about you."

movement SECT_INSIDE
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}

in ship

dilcopy force_move@function(
//Time in ticks (PULSE_SEC*seconds), minimum 12 ticks (3 sec)
PULSE_SEC*4,
//room and act
"portal_room@dragonst!You feel your body dissolving for lack of a better
description.&nYou appear on the deck of a ship.",
//True or False for randomizing or not
FALSE);

end

A Death Room

As a final touch to our example zone, I want to create a room that will kill a player instantly. I will use the DIL function death_room and the room would simply look as follows:

deathspace
title "Open space"
descr
"You see the ship and the station far off in the distance and you are
in Space!"

movement SECT_INSIDE
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}

dilcopy death_room@function (
//Time in ticks (PULSE_SEC*seconds), minimum 12 ticks (3 sec)
PULSE_SEC*4,
//damage
400,
//act for the damage.
"You realize too late that was the trash disposal transporter and you
feel your lungs explode.");

end

Putting the Rooms Together

Using all you have learned so far and putting it all together into one zone, you end up with a very interesting space station with some secret rooms and traps. The full zone all together looks like this:

#include <composed.h>
%zone dragonst
lifespan 20
reset RESET_ANYHOW
creators {"whistler"}

notes
"This is the dragon station I shortened it to dragonst for ease in
loading.  If you have any questions email me at admin@example.com"

help
"Not sure what could help you now.  You are stuck on one of the
weirdest space stations you have ever seen and you smell burning
sulfur."

%rooms

chamber
title "The middle chamber of the station"
descr
"This chamber seems to have the entire station rotating around it.  It is
unbelievably large the ceiling seems to be a good 200 meters high and
the room is perfectly cubic.  Small human size ornate chairs with dragon
designs scrawled on the arms and back are arranged in a triangle like
setting with one large chair at the front.  This must be where all
station meetings are held. Large pictures cover the walls depicting
dragons in all kinds of situations.  Large passages lead off to the west
and the east."

extra {"chairs","chair"}
"The chairs are made of some metal you don't recognize and every inch
is covered with some kind of dragon."

extra {"dragon picture","picture"}
"Thousands of dragons dot the skies of this rather life like picture.
In the center you see something move.  It looks to be a little green dragon."

extra {"green dragon","dragon","green"}
"An intelligent looking dragon is sitting perched on a large chair
watching you."

movement SECT_INSIDE
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}

west to disposal_room descr
"You see a small room.";

east to hallway descr
"You see what looks to be a hallway.";

end

hallway
title "Module tunnel"
descr "The hallway is about 50 meters long and around 100 meters from
side to side and top to bottom.  The hallway seems to be dust free.  The
walls and the floors seem to be made out of the same sterile
metal-plastic that all space agencies uses.  There are large plate glass
windows that open up into space.  The hallway is filled with a dim light
that seems to come from everywhere yet no where all at once.  You notice
a glimmer of bright light coming from the windows.  To the east you see
an air lock and to the west the hallway opens up into a larger room."

extra {"windows","window"}
"Your eyes are drawn to a large ship lit up with running lights sitting
about 1 kilometer from the station."

extra {"floor","walls","wall"}
"Well what can be said it looks to be in perfect condition.  What else
would you want to know?"

extra {"large ship" ,"ship"}
"The ship looks really big and is shaped like a dragon.  The scales
sparkle and seem to be multiple colors."

movement SECT_INSIDE
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}

west to chamber descr
"The hallway opens up into a chamber.";

east to office descr
"You see what looks to be an office."
keyword {"air lock door","air lock","door"}
open {EX_OPEN_CLOSE, EX_CLOSED};

end

office
title "The station office"
descr
"Large paintings fill the walls of this part of the station.  The room
is as large as the other rooms big enough for dragons to lounge while
still having a desk in one corner small enough for a humanoid.  The
floor along the north wall is lined with some kind of fabric and seems
very soft to walk on, it may be some kind of dragon lounge judging by
how large an area it covers.  There is a passage to the west."

movement SECT_INSIDE
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}

extra {"paintings","painting"}
"The paintings are of many dragons and riders in all kinds of tasks from
combat to look out.  All the figures seem to be staring at a staff
being held by a depiction of a wizard on the south wall."

extra {"wizard","staff"}
"The wizard has his hand stretched out and it seems there is a place
you can almost grab the staff. Maybe if you searched the staff you would
find it."

extra {"desk"}
"It's a desk alright but there doesn't seem to be any drawers and it
seems totally empty."

extra {"fabric"}
"Wussshhhhh you bound across the comfortable floor wasn't that fun."

west to hallway descr
"You see what looks to be a hallway."
keyword {"air lock door","air lock","door"}
open {EX_OPEN_CLOSE, EX_CLOSED};

south to portal_room descr
"You see what looks to be a portal room."
keyword {"air lock door","air lock","staff","door"}
key nokey
difficulty 50
open {EX_OPEN_CLOSE, EX_CLOSED, EX_LOCKED, EX_HIDDEN};

end

portal_room
title "Green field room"
descr
"Like the other rooms on the station this one is large enough for
dragons to comfortably fit in.  The strange thing about this room though
is it is totally empty except for a green field right in the center.
there is a door that leads to another room to the north."

movement SECT_INSIDE
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}

extra {"green field","field"}
"The field looks to be a green fog shifting and churning as you watch.
if you are nuts you could probably enter it."

north to office descr
"You see what looks to be an office."
keyword {"air lock door","air lock","door"}
key nokey
difficulty 50
open {EX_OPEN_CLOSE, EX_CLOSED, EX_LOCKED};

//A link to the portal is also here from room_port
end

ship_port
names {"green field", "field"}
title "Green field"
descr
"Green Mist swirls about you."

movement SECT_INSIDE
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}

in ship

dilcopy force_move@function(
//Time in ticks (PULSE_SEC*seconds), minimum 12 ticks (3 sec)
PULSE_SEC*4,
//room and act
"portal_room@dragonst!You feel your body dissolving for lack of a better
description.&nYou appear on the deck of a ship.",
//True or False for randomizing or not
FALSE);

end

room_port
names {"green field", "field"}
title "Green field"
descr
"Green Mist swirls about you."

movement SECT_INSIDE
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}

in portal_room

dilcopy force_move@function(
//Time in ticks (PULSE_SEC*seconds), minimum 12 ticks (3 sec)
PULSE_SEC*4,
//room and act
"ship@dragonst!You feel your body dissolving for lack of a better
description.&nYou appear on the deck of a ship.",
//True or False for randomizing or not
FALSE);

end

disposal_room
title "Red field room"
descr
"Like the other rooms on the station this one is large enough for
dragons to comfortably fit in.  The strange thing about this room though
is it is totally empty except for a red field right in the center.
there is a door that leads to another room to the east."

movement SECT_INSIDE
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}

extra {"red field","field"}
"The field looks to be a red fog shifting and churning as you watch.
if you are nuts you could probably enter it."

east to chamber descr
"You see the main chamber.";

//A link to the portal is also here from dis_port
end

dis_port
names {"red field","field"}
title "Red field"
descr
"Red Mist swirls about you."

movement SECT_INSIDE
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}

dilcopy force_move@function(
//Time in ticks (PULSE_SEC*seconds), minimum 12 ticks (3 sec)
PULSE_SEC*4,
//room to force move to and act
"deathspace@dragonst!You feel your body dissolving for lack of a better
description.",
//true or false random move or not
0);

in disposal_room

end

ship
title "War dragon"
descr
"Blue light softly glows from con duets that line the walls of this ship.
The floors beside the east and west wall have what looks to be soft
fabric covering.  The south wall has small controls that seem to be made
for humanoids with two small chairs that look to be pilot seats.  View
portals are about 50 meters up the side of the ship on the west and east
wall and some kind of electronic screen covers the south wall.  The ship
seems to be a one room ship but there is a green field by the north
wall."

movement SECT_INSIDE
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}

extra {"view port"}
"Sorry you're not 50 meters tall maybe it is made for a dragon?"

extra {"view screen","screen"}
"It seems to be the pilots view screen but you can't seem to see a way
to turn it on."

extra {"controls","control"}
"The controls are in some weird language and you're afraid if you start
pushing buttons you might rocket in to the station or worse slam into
a planet."

extra {"soft fabric","fabric"}
"It looks to be a dragon lounge area."

//A link to the portal is also here from ship_port
end

deathspace
title "Open space"
descr
"You see the ship and the station far off in the distance and you are
in Space!"

movement SECT_INSIDE
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}

dilcopy death_room@function (
//Time in ticks (PULSE_SEC*seconds), minimum 12 ticks (3 sec)
PULSE_SEC*4,
//damage
400,
//act for the damage.
"You realize too late that was the trash disposal transporter and you
feel your lungs explode.");

end

%end

Suggested Room Exercises

  1. Create a door between the Disposal room and the main chamber of the station. Make the new door pick-proof and magic-proof.

  2. Create another hallway to the south of the main chamber that leads to a ship attached by an airlock. You will need a door before the hallway and before the ship so no one gets sucked out in space. You will need two more rooms for this - one for the hallway and one for the ship.

  3. Using the Dragon station zone as a guide, create your own zone with eight rooms. Don’t worry too much about descriptions and extras. Link all eight of the rooms to each of the other rooms. This means each room should have seven exits. If you were to map this it would look like a cube marked with ‘X’ on the sides.

  4. Make a 3 room cliff that uses the climb DIL function to climb from the bottom to top.

The NPC Section

In the previous chapters you were given the basic building blocks and they were demonstrated with rooms. This chapter will deal with all the fields of NPCs - what they are and how to use them. You may want to review the Unit Building Blocks chapter if you skipped it.

When looking at NPC fields you will find that some of them are the same as what you learned with rooms. For example: extra, alignment, flags, and more. These fields work the exact same way as they do on rooms so when you run across them they will be briefly reviewed with an emphasis on NPC-specific details.

NPC Fields and Types

FieldType
symbolic nameSymbol
namesStringlist
titleString
descrString
extraStructure
minvInteger
keyString
spellInteger
romflagsInteger
sexInteger
raceInteger
attackInteger
defenseInteger
positionInteger
manipulateInteger
alignmentInteger
flagsInteger
weightInteger
capacityInteger
lightInteger
moneyStructure
expInteger
levelInteger
heightInteger
abilitiesStructure
weaponsStructure
spellsStructure
specialStructure
dilbegin/dilcopyFunction pointer
endSymbol

NPC Field Descriptions

Symbolic Name

The rules of the symbols have been explained in the Unit Building Blocks chapter. The important thing to realize with NPC symbols is they are shown in all administration commands when dealing with NPCs. So it is good to make the symbol resemble the title, and as we explained in Unit Building Blocks, the symbol must start with an alphabetic character or underscore and should be no more than 15 characters.

Title

With NPCs the title will be shown when fighting and interacting with your NPC. For example, if the title is ‘the large dog’ and you try to kick it you will get the message:

You kick the large dog in the head.

Putting a period on the end of a title will look funny and putting a capital letter at the beginning of the title will also look strange since the title is used in sentences.

Names

As in all units, the names field is a stringlist including all the names that will be associated with the NPC to be used to interact with it. These names should be everything in the title along with some extras. The names should go from most descriptive to least. For example:

names {"large ugly dog","large dog","ugly dog","dog"}
title "a large ugly dog"

Description (descr)

Unlike descriptions in rooms this description is shown when you walk into the room and see the NPC. It should not be the description of the NPC, that goes in the extras described later. This description should be what the NPC is doing or just a statement that the NPC is there. Some examples are:

descr "A small dog is chasing its tail here."
descr "An ugly child is throwing rocks at the wall."

Extra

The extras on NPCs work like on all unit types but on NPCs they have a much greater role. The default extra on an NPC is shown when the player looks at the NPC. The following is what this would look like:

extra {}
"The small girl looks around as if she were waiting for someone."

You can add an extra description that players see when they look at the NPC. Use either an empty-named extra or one matching the NPC’s first name. If neither exists, players see “You see nothing special.” You can also create body parts and equipment:

extra {}
"A small sickly child watches you wearily. The child is dressed in
torn dirty clothes that don't look like they have been washed in years."

extra {"head"}
"A normal looking human head."

Alignment

Alignment on an NPC is a value between -1000 and +1000. You should choose an alignment on your NPC that matches the overall theme of the NPC. If your NPC is a mean killer then it probably shouldn’t be +1000 alignment, which is the highest possible good alignment. You may think alignment is not a big deal but once you assign quests to your NPCs, which can make a player good or evil, then these values really start to matter.

Flags

The flags field is the same as explained with rooms. On NPCs you may want to flag them as already buried so when they are loaded they are buried. You may also want to set them INVISIBLE or SACRED. All of the other flags are rarely set on an NPC.

Romflags (Character Flags)

The character flags are an addition to the normal flags. These flags are found in vme.h and are prefixed with ‘CHAR_’. There are many of these flags and some of them would be hard to explain without a lot more DIL or base code knowledge. Here are the most common character flags:

FlagDescription
CHAR_PROTECTEDAttacking this char is treated as murder and triggers guard responses
CHAR_LEGAL_TARGETInternal flag after illegal actions. Will not persist in zones
CHAR_OUTLAWKilling this char is not treated as a crime
CHAR_GROUPChar is in a group. Will not persist in zones
CHAR_BLINDSets the char as blind
CHAR_HIDESets the char as hiding
CHAR_MUTESets the char as mute, can not speak
CHAR_SNEAKSets the char as sneaking
CHAR_DETECT_ALIGNChar can detect alignment. Pointless for NPCs
CHAR_DETECT_INVISIBLEChar can see invisible units
CHAR_DETECT_MAGICChar can detect magic. Pointless for NPCs
CHAR_DETECT_POISONChar can detect poison. Pointless for NPCs
CHAR_DETECT_UNDEADChar can detect undead. Pointless for NPCs
CHAR_DETECT_CURSEChar can detect curses. Pointless for NPCs
CHAR_DETECT_LIFEChar can detect life. Pointless for NPCs
CHAR_WIMPYMakes the char flee when low on HP
CHAR_SELF_DEFENCETemporary flag when the char is not the initiator in combat. Pointless for NPC definitions.
CHAR_PEACEFULAggressive NPCs will not attack this character
CHAR_KILL_SELFSet when a PC kills themselves (will not stick)

An example of setting a romflag on an NPC:

romflags {CHAR_PROTECTED}

Sex

In zones you use symbols to define the sex of your NPC. All symbols are prefixed with SEX_ and are found in vme.h:

SymbolValueDescription
SEX_NEUTRAL0Neither male nor female
SEX_MALE1Male
SEX_FEMALE2Female

To set the sex on an NPC:

sex SEX_MALE

Race

In zones you also use symbols to define the race of the NPC. All symbols are prefixed with RACE_ and are found in values.h. Some common race defines are:

SymbolDescription
RACE_HUMANHuman
RACE_ELFElf
RACE_DWARFDwarf
RACE_HALFLINGHalfling
RACE_GNOMEGnome
RACE_HALF_ORCHalf-orc
RACE_HALF_OGREHalf-ogre
RACE_HALF_ELFHalf-elf
RACE_BROWNIEBrownie
RACE_GROLLGroll
RACE_DARK_ELFDark Elf

Example:

race RACE_HUMAN

Height

The height of your NPC is set in centimeters. For example, a 6-foot NPC would be set as:

height 182

Weight

The weight of your NPC is set in pounds. For example, a 200-pound NPC:

weight 200

Position

The position of an NPC is the way it is positioned when loaded. This can be good if you want the NPC to be asleep or prone. The following defines are from vme.h:

SymbolDescription
POSITION_DEADNPC is dead
POSITION_MORTALLYWNPC is mortally wounded
POSITION_INCAPNPC is incapacitated
POSITION_STUNNEDNPC is stunned
POSITION_SLEEPINGNPC is sleeping
POSITION_RESTINGNPC is resting
POSITION_SITTINGNPC is sitting
POSITION_FIGHTINGNPC is fighting
POSITION_STANDINGNPC is standing

Example:

position POSITION_SLEEPING

Level

The level sets the overall power of the NPC. When you set the level it sets the experience the NPC gives and sets the starting HP. The level sets a lot of default values that can be changed after you set them so always set this field first. The level on NPCs can be anything from 1 to 199.

Example:

level 10

Experience (exp)

Experience is automatically calculated from the level and all other settings. It is, however, possible to adjust experience by setting the exp field. If you set experience as a positive number it adds that to the calculated experience. If set to a negative number it will subtract experience from the NPC.

Example:

exp -500

Attack

The attack type defines the message shown when the NPC attacks during combat. If you set the default with ‘NATURAL_DEF’, discussed later, you won’t need this field. The attack type is one of the defines found in values.h prefixed with WPN_.

Example:

attack WPN_BITE

Defense

The defense type is the amount of protection the NPC has based on an armor type. The define is also from vme.h prefixed with ARM_. Normal armor types include: clothes, leather, hleather, chain, plate.

Example:

defense ARM_PLATE

Money

Money is the amount of currency a NPC is carrying. This is set with the special money syntax. Defines IRON_PIECE, COPPER_PIECE, SILVER_PIECE, GOLD_PIECE, and PLATINUM_PIECE can be used:

money 5 SILVER_PIECE, 2 COPPER_PIECE

Abilities

Abilities are set on NPCs using a macro because they must add up to exactly 100%. The defines are in wmacros.h and the one for abilities is MSET_ABILITY.

The MSET_ABILITY macro takes 8 arguments corresponding to: Strength, Dexterity, Constitution, Hitpoints, Brain, Charisma, Magic Ability, and Divine Power. All must add to 100.

MSET_ABILITY(20, 10, 14, 21, 10, 5, 10, 10)

Weapons

Weapons and Spells are combined into 100% because they’re both used in combat. The values represent the percentages in weapon categories (axes, swords, clubs, etc.) and spell spheres. The weapon macro MSET_WEAPON takes 6 arguments for weapon groups:

MSET_WEAPON(10, 10, 10, 10, 10, 5)

Spells

The spell macro MSET_SPELL takes 11 arguments for spell spheres. When combined with weapons, the total must equal 100:

MSET_SPELL(0, 0, 0, 0, 0, 0, 0, 0, 0, 10, 35)

Special

The special field is a special function handler passed to base code. This is only used for backwards compatibility and will be removed when all specials are replaced by DIL. Example usage for a banker:

special SFUN_BANK

Minv, Key, Light, Manipulate, Capacity

These fields are not normally set on NPCs but can be used for storing information or creating unique behavior.

NPC Macros

The file composed.h provides macros that simplify NPC creation. These define race-specific defaults and help standardize NPC building.

The Attack and Armour Macro

The natural attack and armour fields allow you to set the NPC to do damage like a certain type of weapon and to defend like a certain type of armour respectively. Let’s say you had a metal cougar; it would have an attack type of claw and an armour type of plate while a normal dog would have an armour type of leather and an attack type of bite. The NATURAL_DEF macro is what allows you to set these fields. This macro is defined in wmacros.h and looks like this:

#define NATURAL_DEF(weapon_category, armour_category) \
   armour armour_category \
   attack weapon_category

The word “natural” can sometimes be a little confusing since you can set any of the weapon types you like on the NPC. It doesn’t exactly make sense to have a dog that attacks as if it uses a long sword but if you wish it you can do it. The following is a short list of just the natural weapon types but you can find a full list in the appendix or in the values.h of your mud:

#define WPN_FIST         34
#define WPN_KICK         35
#define WPN_BITE         36
#define WPN_STING        37
#define WPN_CLAW         38
#define WPN_CRUSH        39

Again you don’t have to use leather for dogs - as we have already mentioned with our metal cat idea you could make a cloth dragon if you really want but it’s up to you to keep some sanity on your VME. The following is the list of armour types that can be set:

#define ARM_CLOTHES  0  /* Same as a Human in jeans and a T-shirt */
#define ARM_LEATHER  1  /* A soft flexible leather base armour */
#define ARM_HLEATHER 2  /* A hard inflexible leather base armour */
#define ARM_CHAIN    3  /* A flexible armour composed of interlocking rings */
#define ARM_PLATE    4  /* An inflexible plate armour */

Now that you have the defines to work with we will return to our metal cat and normal dog. The definitions for them would look something like this:

// Metal Cat
NATURAL_DEF(WPN_CLAW, ARM_PLATE)

// Normal dog
NATURAL_DEF(WPN_BITE, ARM_LEATHER)

You should know that the weight of the monster determines the maximum amount of damage it can give when using a natural attack. The weight is categorized as follows:

LBSSize
0 - 5Tiny
6 - 40Small
41 - 160Medium
161 - 500Large
501 and upHuge

By default monsters are medium. So make sure you take this into account when you are creating your NPC.

The Defense and Offense Bonus Macro

There comes a time when you may want to make your NPC supernaturally powerful. It is for those times that the offense and defense fields are available for you to set. Normally they default to 0 but you can set them from -1000 to +1000. The higher you set the offense number the harder you will hit people you are in combat with. The higher you set the defense the harder it will be for people to hit your NPC. The following macro allows you to set both the offense and defense:

#define ATTACK_DEFENSE(attack, defense) \
offensive attack \
defensive defense

Using this macro is rather easy - you just put the value you want for each and you’re all done:

// A really hard hitting, hard to kill NPC
ATTACK_DEFENSE(1000, 1000)

The NPC Abilities Macro

All abilities are in the range [1..250]. Players usually have a maximum of around 150, modified by magic. When creating a monster you can not directly specify the size of the abilities, instead you specify a percentage distribution of points. The amount of points are then distributed by the computer according to the specified level. The MSET_ABILITY macro is available for this purpose:

#define MSET_ABILITY(str, dex, con, hpp, bra, cha, mag, div) \
ability[ABIL_STR]  str   \
ability[ABIL_DEX]  dex   \
ability[ABIL_CON]  con   \
ability[ABIL_HP]   hpp   \
ability[ABIL_BRA]  bra   \
ability[ABIL_MAG]  mag   \
ability[ABIL_DIV]  div   \
ability[ABIL_CHA]  cha

Note: The sum of the ability values must be 100%. This is therefore an example of an ability distribution:

MSET_ABILITY(25, 15, 10, 15, 10, 5, 10, 10)  /* Sum is 100% */

The amount of points distributed depends directly upon the level of the monster and the percentage. If the percentage is too high and the level is also set high some ability points may be lost since an NPC gets all abilities over 250 cut off. For example a level 199 monster with an ability percentage a bit above 20% will make an ability above the 250 points maximum. Each spell has a realm (magic or divine) and uses the corresponding ability - if an NPC casts both divine and magic spells, they need points in both ‘mag’ and ‘div’.

The NPC Weapon and Spell Macros

NPCs know about weapons and spells but not at the same detailed level as the player. For NPCs the spell and weapon groups are used. Thus the axe/hammer category defines all defense and all attack for all kinds of axes and hammers, whereas the player would have to train individually in each axe and hammer type. The same is true for spells.

When you define weapon and spell skills (monsters have no skill skills) you also define these as percentages, and the program automatically distributes the points. Use the pre-defined macros:

#define MSET_WEAPON(axe_ham, sword, club_mace, pole, unarmed, special) \
weapon[WPN_AXE_HAM]    axe_ham   \
weapon[WPN_SWORD]      sword      \
weapon[WPN_CLUB_MACE]  club_mace  \
weapon[WPN_POLEARM]    pole \
weapon[WPN_UNARMED]    unarmed    \
weapon[WPN_SPECIAL]    special
ArgumentDescription
axe_hamAny hammer or axe
swordAny sword-like weapon, including dagger and rapier, etc.
club_maceAny club or mace-like weapon, flails, morning star, etc.
polearmAny spear or pole-like weapon: spear, trident, sickle, scythe, etc.
unarmedAny bite, claw, sting or other natural attack
specialAny very peculiar weapon, currently only whip
#define MSET_SPELL(div, pro, det, sum, cre, min, hea, col, cel, int, ext) \
spell[SPL_DIVINE]      div  \
spell[SPL_PROTECTION]  pro  \
spell[SPL_DETECTION]   det  \
spell[SPL_SUMMONING]   sum  \
spell[SPL_CREATION]    cre  \
spell[SPL_MIND]        min  \
spell[SPL_HEAT]        hea  \
spell[SPL_COLD]        col  \
spell[SPL_CELL]        cel  \
spell[SPL_INTERNAL]    int  \
spell[SPL_EXTERNAL]    ext
ArgumentDescription
divCovers all divine sphere spells
proCovers all protection sphere spells
detCovers all detection sphere spells
sumCovers all summoning spells
creCovers all creation spells
minCovers all mind spells
heaCovers all heat spells (fireball, etc.)
colCovers all cold spells (frostball, etc.)
celCovers all cell (electricity) spells (lightning bolt, etc.)
intCovers all internal (poison) spells (toxicate, etc.)
extCovers all external (acid) spells (acid ball, etc.)

Note: If you’re not sure what your weapon or spell is categorized as you can look in the weapons.def or the spells.def for your VME server.

The sum of all spell and weapon skills must be 100%. For example, the following would be a legal setting of weapons and spells:

// 75% Total, Club/Mace is primary
MSET_WEAPON(10, 10, 20, 5, 15, 5)

// 25% Total, Fire is primary
MSET_SPELL(8, 0, 0, 3, 0, 3, 2, 3, 3, 3, 3)

Remember that the groups define both attack and defense. So if you make an orc that has 0% in the flail group it can only use its dexterity to defend itself. Likewise with spell groups. For this reason the groups are both “resistance” as well as attack groups.

Using the composed.h

The file composed.h contains many standard monsters. It is a good idea to study these definitions, as they form the basis of many different monsters. Note that the definitions by no means are perfect, but we are hoping to make a more or less complete monster compendium. If you create certain (general) monsters, please design it as a macro so it can be incorporated in the file. The more monsters created by using these macros the easier it will be for your builders to create NPCs. If you think you have a really all-inclusive composed.h and want to share it with the rest of the VME servers running out there on the internet, feel free to submit it to the VME staff and we will put it in the contribution directories on our release site.

Race Macros

There are many race macros available. For example, M_AVG_HUMAN sets all the default values for an average human:

M_AVG_HUMAN(level, sex)

The zone distributed with VME has many race macros including: M_AVG_GOBLIN, M_AVG_HOBGOBLIN, M_DRAGON_BLACK_OLD, and many more.

Building Your First NPC

Now you know all the fields and what they are used for - let’s put all the knowledge together and build an NPC. Since this is a dragon station, we will create a dragon.

We need: a symbol, title, description, names, default extra description, race, sex, height, weight, level, natural defense, and the ability/weapon/spell macros.

bldragon

title "a black dragon"
descr "A big ugly black dragon is clawing the ground here."
names {"big ugly black dragon","ugly black dragon","big black dragon",
"black dragon","dragon"}

extra {}
"The black dragons scales glitter like black granite that has been
polished for years by water. He has a large neck and huge bat like
wings. His eyes watch you as you stand before him. One claw seems to be
tapping slightly on the ground as if the dragon is waiting for
something."

extra {"eye","eyes"}
"The dragons eyes seem to follow you no matter where you go in the room
nothing seems to escape the dragons attention."

extra {"claws","claw"}
"The claw is big black and it looks very deadly. It seems like the
dragon has two sets of 4 large claws and 2 sets of 4 smaller claws which
means the claws are about the size of short swords and long swords."

extra {"scales","scale"}
"It's a scale! Haven't you ever seen a dragon before!"

extra {"bat wings","wings"}
"The dragon sees you looking and flaps his wings creating one heck of a
wind blast."

race RACE_DRAGON_BLACK
sex SEX_MALE
height 625
weight 1250
level 70
NATURAL_DEF(WPN_CLAW, ARM_PLATE)
alignment -900
MSET_ABILITY(20, 12, 12, 12, 12, 12, 20, 0)
MSET_WEAPON(10, 10, 10, 5, 30, 5)
MSET_SPELL(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 30)

end

Compiling and Debugging Your First NPC

As mentioned in the room compilation section, it’s always a good idea to build one or two things and then compile to make finding errors easy. Here’s the zone with just one NPC:

#include <composed.h>
%zone dragonst
lifespan 20
reset RESET_ANYHOW
creators {"whistler"}

notes
"This is the dragon station I shortened it to dragonst for ease in
loading. If you have any questions email me at admin@example.com"

help
"Not sure what could help you now. You are stuck on one of the
weirdest space stations you have ever seen and you smell burning
sulfur."

%mobiles

bldragon

title "a black dragon"
descr "A big ugly black dragon is clawing the ground here."
names {"big ugly black dragon","ugly black dragon","big black dragon",
"black dragon","dragon"}

extra {}
"The black dragons scales glitter like black granite that has been
polished for years by water. He has a large neck and huge bat like
wings. His eyes watch you as you stand before him. One claw seems to be
tapping slightly on the ground as if the dragon is waiting for
something."

extra {"eye","eyes"}
"The dragons eyes seem to follow you no matter where you go in the room
nothing seems to escape the dragons attention."

extra {"claws","claw"}
"The claw is big black and it looks very deadly. It seems like the
dragon has two sets of 4 large claws and 2 sets of 4 smaller claws which
means the claws are about the size of short swords and long swords."

extra {"scales","scale"}
"It's a scale! Haven't you ever seen a dragon before!"

extra {"bat wings","wings"}
"The dragon sees you looking and flaps his wings creating one heck of a
wind blast."

race RACE_DRAGON_BLACK
sex SEX_MALE
height 625
weight 1250
level 70
NATURAL_DEF(WPN_CLAW, ARM_PLATE)
alignment -900
MSET_ABILITY(20, 12, 12, 12, 12, 12, 20, 0)
MSET_WEAPON(10, 10, 10, 5, 30, 5)
MSET_SPELL(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 30)

end

%end

Common NPC compilation errors include:

  • Missing {} on extra declarations
  • MSET_ABILITY not adding to 100
  • MSET_WEAPON + MSET_SPELL not adding to 100

When you compile successfully, you’ll get the .data, .err, and .reset files. Load your NPC with load bldragon@dragonst.

DIL Functions for NPCs

The DIL language allows builders to create special functions. The VME is released with many functions for NPCs:

Mercenary

Makes an NPC hirable by players. Players can type contract <character name> and the mob will hunt that character for a fee.

dilcopy mercenary_hire@function();

Obey

Makes an NPC obey its master. Players can tell the NPC to perform commands.

dilcopy obey@function();

Evaluate

Allows an NPC to evaluate items for a fee:

dilcopy evaluate@function(4*GOLD_PIECE);

Guard Direction

Guards a direction, optionally allowing certain players or NPCs to pass:

dilcopy guard_dir@function("south", {"papi"}, {"guard"}, "");

Combat Magic

Allows NPCs to cast spells during combat:

ArgumentTypeDescription
atk_splstringAttack spell, e.g., “fireball” or “” for none
def_splstringDefense spell, e.g., “heal” or “” for none
def_pctintegerHP percentage when defense spell is cast
spdintegerSpeed of attack magic (1=every round, 5=every 5 rounds)
dilcopy combat_mag@function("harm", "heal", 25, 2);

Fido

Turns an NPC into a corpse/food eating mobile:

dilcopy fido@function("$1n slowly devours $2n, crunching the bones.",
                      "$1n grabs $2n and hungrily munches it.");

Wander Zones

Allows a mob to wander across multiple zones:

ArgumentTypeDescription
zonesstringZone names separated by spaces
spdintegerSpeed in seconds (minimum 5)
doorsintegerCan open/close doors (0=false, 1=true)
lckd_doorsintegerCan open locked doors (0=false, 1=true)
dilcopy wander_zones@function("halfzon haon_dor", 5, 1, 1);

Global Wander

Like wander_zones but moves through all zones:

dilcopy global_wander@function(60, 1, 1);

Teamwork

Makes an NPC assist other specified NPCs in combat:

dilcopy teamwork@function("jesper/enver");

Rescue

Makes an NPC rescue other specified NPCs when attacked:

dilcopy rescue@function("jesper/enver");

Aggressive

Makes an NPC hostile under configurable conditions:

ArgumentTypeDescription
sxinteger0=any sex, 1=opposite, 2=male, 3=female, 4=neutral
rceintegerRace to attack (-1 for any)
oppinteger0=non-specific, 1=attack specified race, 2=attack all except
levlintegerLevel threshold (positive=above, negative=below, 0=any)
sancinteger0=ignore, 1=obey sanc, 2=obey soothe, 3=obey both
tmeintegerTime to wait before attacking (ticks)
tarintegerTarget selection (-2=last, -1=weakest, 0=random, 1=strongest, 2=first)
alignstring“ANY”, “GOOD”, “EVIL”, “NEUTRAL”, “OPPOSITE”, “SALIGN”, “DALIGN”
attackstringlistTwo messages: room message and victim message
dilcopy aggressive(3, 2, 1, 20, 2, PULSE_SEC*10, 0, "EVIL",
                   {"$1n savagely attacks $3n with his big axe!",
                    "$1n attacks you!"});

Janitors

Picks up items from the room and sends them to a designated donation room:

dilcopy janitor@clashut("jandonate@myzone");

Shop Keeper

Creates a shop. This is one of the more complex functions. Here’s the complete setup:

Step 1 - Define Products:

#define TAVERN_PROD \
{"grain_alcohol@gobtown1 15 20", \
 "pretzels@gobtown1 10 15", \
 "tuborg@udgaard 15 20"}

Each product string contains: symbolic_name daily_restock max_stock

Step 2 - Define Messages (10 responses):

#define TAVERN_MSG \
{"$1n says, 'I don't sell that!'", \
 "$1n says, '$3n, you don't have that!'", \
 "$1n says, 'I don't trade in $2n!'", \
 "$1n says, '$3n, you can't afford $2n.'", \
 "$1n says, 'Thank you, here are %s for $2n.'", \
 "$1n says, 'Thank you, $3n.'", \
 "$1n says, 'I don't have that many.'", \
 "$1n says, 'I'm closed, come back later.'", \
 "$1n says, 'I have no use for $2n.'", \
 "$1n says, 'I can't afford to buy that.'"}

Step 3 - Define Open Times:

#define TAVERN_OPEN_TIMES {"1","23"}

Step 4 - Define Trade Types:

#define TAVERN_ITEM_TYPE "19"

Item types: 1=LIGHT, 5=WEAPON, 9=ARMOR, 10=POTION, 15=CONTAINER, 17=DRINKCON, 19=FOOD, etc.

Step 5-7 - Define Costs:

#define TAVERN_MAX_CASH 81920
#define TAVERN_SELL_PROFIT 110
#define TAVERN_BUY_PROFIT 50

Step 8 - Apply to NPC:

dilcopy shopkeeper@function(TAVERN_PROD, TAVERN_MSG, TAVERN_OPEN_TIMES,
                            TAVERN_ITEM_TYPE, TAVERN_SELL_PROFIT,
                            TAVERN_BUY_PROFIT, TAVERN_MAX_CASH, "", "");

A More Complex Set of NPCs

Magic Casting NPC

Add combat magic to make the dragon more interesting:

bldragon
...
M_DRAGON_BLACK_OLD(SEX_MALE)
dilcopy combat_mag@function("acid breath", "", 25, 2);
end

Or using the race macro to simplify:

bldragon
title "a black dragon"
descr "A big ugly black dragon is clawing the ground here."
names {"big ugly black dragon","ugly black dragon","big black dragon",
"black dragon","dragon"}

extra {}
"The black dragons scales glitter like black granite..."

M_DRAGON_BLACK_OLD(SEX_MALE)

end

A Wandering Janitor

janitor
names {"ugly janitor", "janitor", "hobgoblin"}
title "an ugly janitor"
descr "an ugly janitor is walking around, cleaning up."

extra {}
"This ugly green thing looks more goblin than hobgoblin but he seems
intent on cleaning everything around him."

M_AVG_HOBGOBLIN(6, SEX_MALE)

alignment 900
money 5 IRON_PIECE

dilcopy janitor@clashut("disposal_room@dragonst");
dilcopy wander_zones@function("dragonst", 20, 1, 1);

end

Creating a Teacher

Setting up teachers requires stricter formatting. The ‘special’ field is used with SFUN_TEACH_INIT.

Note: Using TAB characters in teacher definitions will cause the mud to crash!

The format begins with the entity type (abilities, spells, skills, or weapons):

special SFUN_TEACH_INIT
"&labilities;0;

Then seven act messages for various situations, followed by the teaching definitions:

$1n tells you, 'I have never heard of such an ability.';
$1n tells you, 'I do not know how to teach this ability.';
$1n tells you, 'You haven't got %s for me.';
$1n tells you, 'You haven't got %d ability points.';
$1n tells you, 'I can not teach you any more.';
$1n tells you, 'You must be unaffected by magic.';
$1n tells you, 'Remove all equipment, please.';

Each teaching line has fields: guild_level; max_percent; name; min_cost; max_cost; points; 0;

  0;  100; Strength    ;   4;  4000;   8;       0;
  0;   90; Dexterity   ;  14; 14000;  12;       0;

Complete teacher example:

jones
names {"blacksmith", "smith", "Jones"}
title "Jones the blacksmith"
descr "The venerable Jones Blacksmith is here."
extra {}
"The smith is old but his arms still retain the strength of his youth."
flags {UNIT_FL_NO_TELEPORT}
romflags {CHAR_PROTECTED}
M_HUMAN_WARRIOR_AXE(80, SEX_MALE)
exp -100

dilcopy guild_basis@guilds("Udgaard Fighter");
dilcopy members_only@guilds("Udgaard Fighter", "$1n says, 'Buggar ye off.'");

special SFUN_TEACH_INIT
"&labilities;0;
$1n tells you, 'I have never heard of such an ability.';
$1n tells you, 'I do not know how to teach this ability.';
$1n tells you, 'You haven't got %s for me.';
$1n tells you, 'You haven't got %d ability points.';
$1n tells you, 'I can not teach you any more';
$1n tells you, 'You must be unaffected by magic.';
$1n tells you, 'Remove all equipment, please.';

  0;  100; Strength      ;   4;  4000;   8;       0;
  0;   90; Dexterity     ;  14; 14000;  12;       0;
  0;   90; Constitution  ;  14; 14000;   9;       0;
  0;  100; Hitpoints     ;   4;  4000;  11;       0;
"
end

Guild Master Functions

Guild masters need three DIL functions from guilds.zon:

  • guild_basis - Combat detection; banishes guild members who attack the NPC
  • guild_master - Handles join/leave commands
  • guild_titles - Time-based title system (titles awarded based on time in guild)
dilcopy guild_basis@guilds("Udgaard Fighter");

dilcopy guild_master@guilds(
   "Udgaard Fighter",        // guild_name
   {"Fighter Proven"},       // enter_quests - quests required to join
   640,                      // enter_cost - iron cost to join
   {"Wimp proven"},          // leave_quests - quests required to leave
   3200,                     // leave_cost - iron cost to leave
   {"Udgaard Fighter Quitter"}  // exclude_quests - quests that prevent joining
);

dilcopy guild_titles@guilds(
   "Udgaard Fighter",
   {"the %s Swordpupil", "the %s Swordpupil",   // male/female pair
    "the %s Recruit", "the %s Recruit",
    ...}
);

The %s in titles is replaced with the player’s race name. Titles come in male/female pairs.

NPC Banker

The simplest special function:

bob
names {"Bob"}
title "Bob"
descr "Bob the Banker is here, sitting behind the counter."
extra {}
"He has a very serious look on his face."

M_SHOP_KEEPER(4, SEX_MALE, RACE_HUMAN)
exp -500
flags {UNIT_FL_NO_TELEPORT}

special SFUN_BANK
end

Suggested NPC Exercises

  1. Using the teamwork DIL function, create a guard that will help all other guards.

  2. Using the rescue DIL function, add to your guard from exercise one and make it so it will now rescue as well as help.

  3. Using the shop keeper function, make a shop keeper that sells two types of food. The shop keeper should make 5 of them a day and should only buy items of the food type.

  4. Turn your shop keeper from exercise three into a global wandering sales person.

  5. Using the aggressive DIL function, create a Dwarf aggressive to any Orc that walks into the room.

The Objects Section

The previous chapters would be enough for you to create an entire game of nudists with no technology and no items of any kind. This of course would be a very boring game of naked people fighting with no weapons. Don’t worry, the VME has a solution to this - you can build objects to dress up the NPCs and to fill the rooms with cluttered junk.

In order to get started building objects you should first be aware of the object fields you can use.

Object Fields and Types

FieldType
symbolic nameSymbol
namesStringlist
titleString
descrString
inside_descrString
extraStructure
minvInteger
alignmentInteger
flagsInteger
weightInteger
capacityInteger
lightInteger
manipulateInteger
spellInteger
valueInteger
costInteger
rentInteger
typeInteger
openInteger
keyString
affectAffect function
dilbegin/dilcopyFunction pointer
endSymbol

Many of the same fields you found in rooms and NPCs can also be found in objects. The fields do not always have exactly the same use when coding rooms, NPCs, and objects but they are normally set in the same manner. It is very important that you read and understand the differences of each field as they pertain to rooms, objects, and/or NPCs.

Description of Object Fields

symbolic name

The rules of symbols have been explained in the Unit Building Blocks chapter, if you didn’t read them yet you may want to review. The important thing to realize with the object symbol is it is always good practice to give the object a symbol that resembles the title and description so administrators and builders can use the load and wstat commands to easily locate, examine, and load the object in question.

title

The object title is what is shown if the object is being picked up, dropped, given to someone, when you do the inventory command, or being used in combat. There should be no punctuation in the object title because of how it is used in the VME server. If you add punctuation or forget to capitalize something that the VMC thinks you should, it will give you a warning when you compile.

title "a big rock"
title "the flame tongue"
title "a lap top"
title "a garbage bag"
title "an oval hover car"

descr

The description field is what the player sees when walking into the room or when looking with no arguments. It is good practice to make this no longer than one line not counting the ‘descr’ tag.

descr
"a green bloody sword is laying here."

descr
"A massive wooden round table sits here."

descr
"a funny looking hammer is laying here."

names

The object names are as important as the NPC names. They are what you act on when picking the object up, dropping it, throwing it - just about anything you do to objects uses these name fields. On drink containers you add the liquid name at the end, so people can drink the liquid. You always need to make sure you put every possible name that the player may use to examine or take your item. The rule of thumb is if it is in the title or description it should be in the names list. Conversely, if it is not in the title or description it shouldn’t be in the names list because the players will not use it if they don’t know about it.

title "a big rock"
descr "a big rock is here blocking the road."
names {"big rock","rock"}

title "an old twisted staff"
descr "An old twisted staff has been discarded here."
names {"old twisted staff","twisted staff","old staff","staff"}

inside_descr

The inside description is what a player sees if it is inside the object. This is used for things like coffins or boxes or boats that a player can climb inside. The inside description is defined the same way the normal description is but you can make it as many lines as you want like you would with a room description.

inside_descr
"You are inside a black coffin with a red velvet padding - scary!"

inside_descr
"You are inside the pink time machine. A small control panel is on the
floor and seems to be operated by stepping on it."

extra

The extras on the object, like the NPC, can be used to do many things. It can be used to store information for DIL programs or it can be used to show a part of the object like the room extras show a part of the room. They can even be used to create new acts when a person picks the item up, drops, or enters it. There is also a special extra that is the object’s description when you look at it with the look <object> command.

If you use an extra with no names list it will become the object’s description when you look at any of the names on it:

extra {}
"It's just a rock nothing special about it."

extra {}
"The ice cube is about 40 meters perfectly cubed. It seems to be
melting slightly but waiting for it to finish would be sort of like
waiting for the ice age to end."

You can also use extras to show parts of the object:

extra {"crack"}
"There is a big crack in the side of the ice cube. Maybe if you mess
with the crack you will be able to open it or something."

extra {"bed post","post"}
"It's a big gold bed post don't you wish you could get this sucker off it
would make you a rich adventurer indeed."

Object Special Action Extras

ExtraDescription
$wear_sA message shown to activator when wearing (+wield/grab/hold) an item
$wear_oA message shown to others when wearing an item
$rem_sA message shown to activator when removing worn stuff
$rem_oA message shown to others when removing an item
$get_sA message shown to activator when getting an item
$get_oA message shown to others when getting an item
$drop_sA message shown to activator when dropping an item
$drop_oA message shown to others when dropping an object
$enter_sA message shown to activator when entering an item
$enter_oA message shown to others when entering an item
$exit_sA message shown to activator when leaving an item
$exit_oA message shown to others when leaving an item

In the following example of an ice cube, $1n is the activator and $2n is the unit in question:

extra {"$get_s"}
"You pick up the $2N, it is very cold and begins to melt in your hands."

extra {"$get_o"}
"$1n picks up the $2N, you notice that a drop of water hits the ground as
it begins to melt in $1s hand."

manipulate

This field defines the things that can be done to the object. For example a piece of armour should be able to be taken and worn, while a fountain should be able to be entered but not taken unless it’s some magical portable fountain.

Take and Enter Flags:

ManipulateDescription
MANIPULATE_TAKESet this flag if the unit can be taken (picked up/moved about)
MANIPULATE_ENTERSet this flag if it is possible to enter a unit (e.g., a coffin)

Wear Position Flags:

Flag
MANIPULATE_WEAR_FINGER
MANIPULATE_WEAR_NECK
MANIPULATE_WEAR_BODY
MANIPULATE_WEAR_HEAD
MANIPULATE_WEAR_LEGS
MANIPULATE_WEAR_FEET
MANIPULATE_WEAR_HANDS
MANIPULATE_WEAR_ARMS
MANIPULATE_WEAR_SHIELD
MANIPULATE_WEAR_ABOUT
MANIPULATE_WEAR_WAIST
MANIPULATE_WEAR_WRIST
MANIPULATE_WIELD
MANIPULATE_HOLD
MANIPULATE_WEAR_EAR
MANIPULATE_WEAR_BACK
MANIPULATE_WEAR_CHEST
MANIPULATE_WEAR_ANKLE
MANIPULATE_WEAR_FACE
MANIPULATE_WEAR_SHOULDERS
MANIPULATE_WEAR_HALO (not for general use)
MANIPULATE_WEAR_AURA (not for general use)
MANIPULATE_WEAR_BONUS (not for general use)

Currently you can only set one of the worn position flags on an item at a time. You can set both enter and take on an item with a position or just one or the other.

// An earring
manipulate {MANIPULATE_TAKE, MANIPULATE_WEAR_EAR}

// A backpack
manipulate {MANIPULATE_TAKE, MANIPULATE_ENTER, MANIPULATE_WEAR_BACK}

// Strange but legal - an earring pack
manipulate {MANIPULATE_TAKE, MANIPULATE_ENTER, MANIPULATE_WEAR_EAR}

flags

This field on an object is used to set special attributes in order to make the object able to be buried or not, no-teleportable, and many others.

FlagDescription
UNIT_FL_PRIVATECurrently has no effect on an object
UNIT_FL_INVISIBLEMakes unit invisible
UNIT_FL_NO_BURYMakes it so you can create objects that can not be buried
UNIT_FL_BURIEDMakes unit buried when loaded
UNIT_FL_NO_TELEPORTMakes it so you can not teleport into this object (containers only)
UNIT_FL_NO_MOBCurrently has no effect on an object
UNIT_FL_NO_WEATHERCurrently has no effect on an object
UNIT_FL_INDOORSCurrently has no effect on an object
UNIT_FL_TRANSMakes unit transparent - you can see NPCs inside it
UNIT_FL_NOSAVEMakes it so a PC can’t save with this unit
UNIT_FL_SACREDCurrently has no effect on an object
UNIT_FL_MAGICThis flag is used by spells to tell if the object is magic
manipulate {MANIPULATE_TAKE}
flags {UNIT_FL_NOSAVE}

type

This field is what you use to set the object’s type. The type field is used when spells are cast or commands are executed on the object.

TypeDescription
ITEM_LIGHTCan be lighted and extinguished
ITEM_SCROLLCan be read as a magical scroll
ITEM_WANDCan be used with the use command
ITEM_STAFFCan be used with the tap command as a magical staff
ITEM_WEAPONUsed as weapons
ITEM_FIREWEAPONNot currently supported
ITEM_MISSILENot currently supported
ITEM_TREASUREOf great value to sell but nothing else
ITEM_ARMORCan be worn or used as armour
ITEM_POTIONCan be used with the quaff command
ITEM_WORNCan be worn but not normally used for armour - more for clothing
ITEM_OTHERFor items that don’t fit any other type
ITEM_TRASHUsually junk or broken equipment
ITEM_TRAPNot currently supported
ITEM_CONTAINERCan be used as containers
ITEM_NOTECan be used to write on like paper or slates
ITEM_DRINKCONCan carry liquids
ITEM_KEYCan be used as a key
ITEM_FOODCan be eaten
ITEM_MONEYCan be spent as currency
ITEM_PENNo longer supported
ITEM_BOATCan be used as a water craft
ITEM_SPELLNot currently supported
ITEM_BOOKNot currently supported
ITEM_SHIELDCan be used as a shield
ITEM_SKINNot currently supported
ITEM_BOARDUsed for public communications
ITEM_ALC_TOOLTool used for alchemy crafting
ITEM_ALC_REAGENTReagent used in alchemy recipes

Unlike flags and manipulate fields, only one item type can be set on an object at a time:

type ITEM_BOARD

weight

The weight is the weight of the object in pounds.

// 80 lbs.
weight 80

capacity

This field sets the size of a container object. If the object does not have the manipulate enter flag set then this field doesn’t have to be set. The capacity is currently by pounds since the weight of objects is set in pounds.

capacity 600

key

The key field sets the key name of the key that will open the item. This field should be set to the symbolic name of the key that opens the item it is on. If the item is in the same zone as the key then you do not need to put the zone extension on the key name.

// If object and key are in same zone
key brasskey

// If key and object are in same zone (explicit)
key brasskey@zonename

// If key and object are not in same zone
key brasskey@otherzonename

cost

This is the field you set to add a cost to your object. If you leave this field out it will default to no cost and will not be able to be sold at stores. The system for setting cost on an item is the same as setting money on a NPC.

IRON_PIECE
COPPER_PIECE
SILVER_PIECE
GOLD_PIECE
PLATINUM_PIECE
cost 5*GOLD_PIECE

// Multiple coin types
cost 5*GOLD_PIECE, 20*IRON_PIECE

rent

This field tells how much it costs you to keep an item while you’re offline. The rent is not always taken if the VME server is set up to not take any rent.

rent 5*GOLD_PIECE, 20*IRON_PIECE

minv

This field is the administrator invisible level of the object it is set on. This means that if you set the ‘minv’ to 200 it will make it so the object can not be seen by anyone below the administrator level of 200.

minv 239

alignment

The object alignment is not currently used. It is an integer value that can be set on an object to be used with any DIL functions. The value is set from -1000 to +1000.

alignment -250

open

The open field is used if you want to give your object the ability to be opened, closed, and/or locked. If you add the open flags you need to also add a key field.

FlagDescription
EX_OPEN_CLOSESet this if you can open and close this object
EX_CLOSEDSet this if you want the object to be closed when loaded
EX_LOCKEDSet this if you want the object to be locked when loaded
EX_PICKPROOFRenders the ‘pick’ skill and ‘unlock’ spell unusable
EX_INSIDE_OPENEnables opening and locking from inside (containers only)

Note: If you do not specify a key, you can only unlock this door with the ‘pick’ skill, ‘unlock’ spell or from DIL with UnSet().

// Simple open/close
open {EX_OPEN_CLOSE}

// Locked and closed with a key
open {EX_OPEN_CLOSE, EX_CLOSED, EX_LOCKED}
key brass_key

spell

The spell field is the power of the object’s defense against spells. You can set it from zero all the way to 200% which means a person who has 100% in a spell will fail almost all the time.

// Spell resistance at 150%
spell 150

value

The object values are used for just about any special item from armour to drink containers. They should not be set directly unless you have a reason to do so. There are five values that can be set to any integer:

value[0] 5
value[1] 16
value[2] -2
value[3] -10
value[4] 12

affect

The affect field should not be set directly, instead you should use the macros defined in the Object Macros section.

dilbegin or dilcopy

DIL functions are what give VME servers the edge over all other MUDs. There are several object functions that come standard with the VME:

  • Guild restrict
  • Anti-guild restrict
  • Quest restrict
  • Quests restrict
  • Alignment restrict
  • Level restrict
  • Virtual level restrict
  • Race restrict
  • Ability restrict
  • Skill restrict
  • Spell restrict
  • Weapon restrict
  • Gender restrict
  • Player restrict
  • Message board
  • Tuborg (drink bonus)

Object Macros

To make the creation of some objects easier we have provided a set of macros. The macros range from general armour and weapons macros to macros that help you create special affects on all items.

Weapon and Armour Craftsmanship

The craftsmanship is a way of expressing the overall quality of a piece of armour or weapon. The quality on the VME servers currently means the amount of hit points given to an item. The craftsmanship ranges from 25 to -25 and the hit points range from 125 to 6000.

CraftsmanshipHit Points
256000
205000
154000
103000
52000
01000
-5825
-10650
-15475
-20300
-25125

It is suggested the higher the craftsmanship the higher the cost of the weapon should be.

Magical Modifier

The magical modifier can be said to modify damage done to an opponent. In combat the damage is calculated and then the magical bonuses on armour or weapons is added in. The magical modifier ranges from 25 to -25.

For example: If you were about to give 25 hit points of damage to a person and your sword has a plus 25% in magical bonus, the bonus is added to your damage to make it a total of 50 hit points of damage. If the player you are hitting has a +25% magical bonus on his armour, that will reduce the damage back to its 25 hit points originally done.

Setting Weapon Fields

To create a weapon you only need three pieces of information: the weapon’s craftsmanship, magical modifier, and the weapon type.

#define WEAPON_DEF(weapon_category, craftsmanship, magic_bonus)
#define WEAPONSZ_DEF(weapon_category, craftsmanship, magic_bonus, hgt)

The first macro uses the second macro - the only difference is the first one sets the height field.

// A flail of non-pure iron, a little better than average craftsmanship
WEAPON_DEF(WPN_FLAIL, +2, 0)

// A rusty mean sacrificial dagger by a skilled smithy, magically enchanted
flags {UNIT_FL_MAGIC}
WEAPON_DEF(WPN_DAGGER, 0, +5)

// An old shaky wooden stick made for a 400 cm tall person
WEAPONSZ_DEF(WPN_CLUB, -5, 0, 400)

// A wooden bastard sword (poor craftsmanship due to material)
WEAPON_DEF(WPN_BROAD_SWORD, -15, 0)

Setting Armour Fields

When designing armour there are five main armour types:

  • ARM_CLOTHES
  • ARM_LEATHER
  • ARM_HLEATHER
  • ARM_CHAIN
  • ARM_PLATE

The armour type defines how different weapons and spells are defended against.

#define ARMOUR_DEF(atype, craftsmanship, magic_bonus)
#define ARMOURSZ_DEF(atype, craftsmanship, magic_bonus, hgt)

Example:

flags {UNIT_FL_MAGIC}
ARMOUR_DEF(ARM_PLATE, +15, +5)

There are also convenience macros that combine the type and ARMOUR_DEF:

ARMOUR_CLOTHES(craftsmanship, magic_bonus)
ARMOUR_LEATHER(craftsmanship, magic_bonus)
ARMOUR_HRD_LEATHER(craftsmanship, magic_bonus)
ARMOUR_CHAIN(craftsmanship, magic_bonus)
ARMOUR_PLATE(craftsmanship, magic_bonus)

Example using the convenience macro:

flags {UNIT_FL_MAGIC}
ARMOUR_PLATE(+15, +5)

Setting Shield Fields

There are three shield types categorized by size:

  • SHIELD_SMALL
  • SHIELD_MEDIUM
  • SHIELD_LARGE

The larger the shield the better chance of blocking an attack.

#define SHIELD_DEF(shield_type, craftsmanship, magic_bonus)
#define SHIELDSZ_DEF(shield_type, craftsmanship, magic_bonus, hgt)

Example:

flags {UNIT_FL_MAGIC}
SHIELD_DEF(SHIELD_SMALL, 0, +5)

Setting Material Types

Currently material types are not used greatly in spells or skills but in the future we hope to add more functionality.

MATERIAL_WOOD("a hard oak")
MATERIAL_METAL("fine steel")
MATERIAL_STONE("granite")
MATERIAL_CLOTH("silk")
MATERIAL_LEATHER("cow hide")
MATERIAL_SKIN("dragon skin")
MATERIAL_ORGANIC("soft plastic")
MATERIAL_GLASS("crystal")
MATERIAL_FIRE("flames")
MATERIAL_WATER("liquid")
MATERIAL_EARTH("clay")
MATERIAL_MAGIC("pure energy")

Drink Container Macros

There are pre-defined macros for common drinks in liquid.h:

LIQ_WATER(WEIGHT, CAPACITY, INSIDE, POISON)
LIQ_BEER(WEIGHT, CAPACITY, INSIDE, POISON)
LIQ_WINE(WEIGHT, CAPACITY, INSIDE, POISON)
LIQ_COFFEE(WEIGHT, CAPACITY, INSIDE, POISON)

Arguments:

  • weight: How heavy the container is when empty (in pounds)
  • capacity: Maximum liquid weight the container can hold. Set to -1 for infinite
  • inside: How much liquid the container starts with (should not exceed capacity)
  • poison: The amount of poison in your drink (0-10, with 10 being extreme)
// A simple small glass of water
LIQ_WATER(1, 2, 2, 0)

The player’s thirst ranges from -24 (dying of thirst) to +24 (full). A barrel with capacity 24 when full can take a person from zero thirst to full.

For exotic drinks, use the full macro:

#define LIQ_DEF(color, wgt, max_cap, inside, thirst, full, drunk, poison)

Arguments:

  • color: Color of the liquid shown when you look at it
  • wgt: Weight of the empty container
  • max_cap: Maximum capacity
  • inside: Starting amount of liquid
  • thirst: Thirst quenching power per pound (0-10, water is 10)
  • full: Fullness added per pound (0-10, like milk around 5)
  • drunk: Drunkenness added per quantity (0-10, vodka is 10)
  • poison: Poison factor (0-10+)
// Silicone oil for aliens
LIQ_DEF("blue", 5, 10, 10, 5, 1, 0, 0)

// Creating your own easy macro
#define LIQ_SILICONE(WEIGHT, CAPACITY, INSIDE, POISON) \
LIQ_DEF("blue", WEIGHT, CAPACITY, INSIDE, 5, 1, 0, POISON)

The Food Macros

The food macro is simpler than drink containers:

#define FOOD_DEF(food_amount, poison_factor)
// Fill a player entirely in one bite
FOOD_DEF(50, 0)

It is recommended to set the value between 1 and 10 so players have to eat a bit as if they were eating in the real world.

Light Object Macro

#define LIGHT_DEF(hours, how_bright)
  • hours: Duration in mud hours (about 5 minutes per mud hour)
  • how_bright: 1=small torch, 2=large torch, 3=lantern

Container Macro

#define CONTAINER_DEF(max_capacity)

Remember that capacity is in weight, not size. If someone’s corpse weighs 230 pounds, you need a container with capacity of 230 to fit it.

// A coffin that can carry any normal human corpse
CONTAINER_DEF(300)

Money Macro

#define MONEY(coin_type, coins)

Coin types: IRON_PIECE, COPPER_PIECE, SILVER_PIECE, GOLD_PIECE, PLATINUM_PIECE

platinum_piece
MONEY(PLATINUM_PIECE, 0)
end

platinum_pile
MONEY(PLATINUM_PIECE, 80)
extra {}
"Holy cow that's a stash."
end

Cursed Objects Macro

CURSED_OBJECT

When you set this macro on an object it adds an affect that can only be removed by the ‘set’ command or by the ‘remove curse spell’.

Potion, Wand, and Staff Macros

#define POTION_DEF(power, spell1, spell2, spell3)
#define SCROLL_DEF(power, spell1, spell2, spell3)
#define WAND_DEF(power, charge, spell1, spell2)
#define STAFF_DEF(power, charge, spell1, spell2)
  • power: The spell power (1-200)
  • charge: Number of charges (wands/staffs only)
  • spell#: The spells to cast (set unused to 0)

Magical Transfer Macros

CHAR_FLAG_TRANSFER(_MFLAGS)
SKILL_TRANSFER(skill, amount)
WEAPON_TRANSFER(weapon, amount)
SPELL_TRANSFER(spell, amount)
STR_TRANSFER(amount)
DEX_TRANSFER(amount)
CON_TRANSFER(amount)
CHA_TRANSFER(amount)
BRA_TRANSFER(amount)
MAG_TRANSFER(amount)
DIV_TRANSFER(amount)
HIT_TRANSFER(amount)
SPEED_TRANSFER(newspeed)
SLOW_TRANSFER(amount)

The skill, weapons, spells, and ability macros transfer the amount of percentage you put. If you give a negative percentage it will take that much away. The speed transfer adds or subtracts speed (valid range 4-200, with 12 being default and lower values being faster).


Building Your First Object

Now that you have learned how to make rooms and NPCs it’s time to make the objects for your little world. As always we will start with something I like - dragons. So the first object we will make is a dragon head.

The first part of all object definitions is the symbolic name. It is good to always pick a name that will match the name of the object so it will be easy to load. When you use the command wstat zone dragon objects you will see:

List of objects in zone Dragon:
claw info_board dragon_head

versus unclear names like:

List of objects in zone Dragon:
obj1 a_obj2 o3

Let’s get started with our dragon head:

dragon_head

title "a gold dragon head"

descr "A large golden dragon head is laying here looking sad."

names {"large golden dragon head","large gold dragon head",
       "golden dragon head","large dragon head","gold dragon head",
       "dragon head","large head", "sad head","head"}

extra {}
"The head is large and beautiful, at least as beautiful as a dead
dragon head can be. There is an extreme look of sorrow on the dragons
face and it seems to be for much more than its own death."

extra {"gold dragon head face","dragon head face","head face","face"}
"Looking into the dragons face your eyes are drawn to the eyes of the
dead dragon. Could there be something there?"

extra {"eyes","eye"}
"A world of blue skies and no storms is visible through the eyes and it
seems to be moving as if you were watching the world from space."

manipulate {MANIPULATE_TAKE, MANIPULATE_HOLD}

// 20 feet (1 inch = 2.54 cm)
height 33

// 566 KG (1 lb. = .45359 kg)
weight 50

extra {"$get_s"}
"You suddenly feel very sad for a world that you don't even know."

extra {"$get_o"}
"A strange look of sadness crosses $1ns face."

extra {"$drop_s"}
"You feel much happier but you remember a feeling of great sorrow."

extra {"$drop_o"}
"$1n seems to cheer up a bit."

end

Compiling and Debugging Your First Object

As we have previously mentioned, it is always a good idea to build one or two things and then compile to make finding errors easy. The following is what the zone looks like when it has only one object:

#include <composed.h>
%zone dragonst
lifespan 20
reset RESET_ANYHOW
creators {"whistler"}

notes
"This is the dragon station I shortened it to dragonst for ease in
loading. If you have any questions email me at admin@example.com"

help
"Not sure what could help you now. You are stuck on one of the
weirdest space stations you have ever seen and you smell burning
sulfur."

%objects

dragon_head

title "a gold dragon head"

descr "A large golden dragon head is laying here looking sad."

names {"large golden dragon head","large gold dragon head",
       "golden dragon head","large dragon head","gold dragon head",
       "dragon head","large head", "sad head","head"}

// ... rest of object definition ...

end

%end

The command to compile the zone is VMC debug_obj.zon. Here are some common errors you might encounter:

Missing ‘s’ on creators:

debug_obj.zon: 5: parse error
   Token: '{'

The compiler is pointing at ‘{’ but the real problem is creator instead of creators.

Missing quote:

debug_obj.zon: 25: parse error
   Token: 'golden'

This usually means a missing quote somewhere before line 25.

Missing braces on manipulate:

debug_obj.zon: 42: parse error
   Token: ','

The manipulate field needs {} around its values.

When you see VMC Done, you have successfully compiled the zone.


DIL Functions for Objects

The DIL language is what a builder can use to make special functions on rooms, NPCs, objects, PCs, and much more. The following sections contain the object functions released with the VME server.

Restriction Functions

The restrict functions were designed to allow only certain groups of players to wear some items. They can be used alone or together to make a greater restricted item.

All restrict functions have this format:

dilcopy <function name> (arg1, <max damage>, <percentage>, <Optional DIL>);

max damage and percentage: These set the damage done when the wrong player wears an object.

  • Both set to 0: No damage done
  • Second arg set to number, third to 0: Exact damage (can kill)
  • Second arg to 0, third to number: Percentage damage
  • Both set: Percentage damage up to max amount

Optional DIL: Pass in a custom DIL for custom messages, or "" for default.

Guild Restrict

Restricts an object to players in certain guild(s).

dilbegin guild_restrict
(guilds:stringlist, damage:integer, percent:integer, action:string);

// Example: Only Paladins and Sorcerers
dilcopy guild_restrict@function ({"Midgaard Paladin",
                         "Midgaard Sorcerer"}, 0, 25, "");

Anti-guild Restrict

Restricts an object from players in certain guild(s).

dilbegin anti_guild
(guilds:stringlist, damage:integer, percent:integer, action:string);

// Example: Anyone except Paladins and Sorcerers
dilcopy anti_guild@function ({"Midgaard Paladin",
                              "Midgaard Sorcerer"}, 0, 25, "");

Quest Restrict

Restricts an object to players who have done a certain quest.

dilbegin quest_restrict
(qst:string, damage:integer, percent:integer, action:string);

dilcopy quest_restrict@function ("Eagles quest complete", 0, 25, "");

Quests Restrict

Restricts an object to players who have done ALL listed quests.

dilbegin quests_restrict
(qsts:stringlist, damage:integer, percent:integer, action:string);

dilcopy quests_restrict@function ({"Eagles quest complete",
                          "Feather fall quest complete"}, 0, 25, "");

Alignment Restrict

Restricts an object to players within a certain alignment range.

dilbegin ali_restrict
(max:integer, min:integer, damage:integer, percent:integer, action:string);

// Only good players (350 to 1000)
dilcopy ali_restrict@function (1000, 350, 0, 25, "");

Level Restrict

Restricts to players at or above a certain level (1-50 for mortals).

dilbegin level_restrict
(lvl:integer, damage:integer, percent:integer, action:string);

// Administrators only
dilcopy level_restrict@function (51, 0, 25, "");

Virtual Level Restrict

Restricts to players at or above a certain virtual level (1 to infinity).

dilbegin vlevel_restrict
(lvl:integer, damage:integer, percent:integer, action:string);

dilcopy vlevel_restrict@function (5000, 0, 25, "");

Race Restrict

Restricts from players of a certain race.

dilbegin race_restrict
(rc:integer, damage:integer, percent:integer, action:string);

// Humans cannot use
dilcopy race_restrict@function (RACE_HUMAN, 0, 25, "");

Gender Restrict

Restricts to players of a certain gender.

#define SEX_NEUTRAL   0
#define SEX_MALE      1
#define SEX_FEMALE    2
dilbegin sex_restrict
(sx:integer, damage:integer, percent:integer, action:string);

dilcopy sex_restrict@function (SEX_FEMALE, 0, 25, "");

Player Restrict

Restricts to a specific player name.

dilbegin ply_restrict
(pname:string, damage:integer, percent:integer, action:string);

dilcopy ply_restrict@function ("Whistler", 0, 25, "");

Ability Restrict

Restricts to players with minimum ability.

dilbegin abi_restrict
(abi:integer, min_abi:integer, damage:integer, percent:integer, action:string);

// Requires 50% strength
dilcopy abi_restrict@function (ABIL_STR, 50, 0, 25, "");

// Multiple abilities
dilcopy abi_restrict@function (ABIL_DIV, 50, 0, 25, "");
dilcopy abi_restrict@function (ABIL_BRA, 30, 0, 25, "");

Ability types: ABIL_MAG, ABIL_DIV, ABIL_STR, ABIL_DEX, ABIL_CON, ABIL_CHA, ABIL_BRA, ABIL_HP

Skill, Spell, and Weapon Restrict

Similar to ability restrict:

dilcopy ski_restrict@function (SKI_TURN_UNDEAD, 50, 0, 25, "");
dilcopy sp_restrict@function (SPL_LOCK, 50, 0, 25, "");
dilcopy weap_restrict@function (WPN_BATTLE_AXE, 50, 0, 25, "");

Tuborg Function

The VME has a tuborg function that makes a drink give endurance and health when drunk.

dilbegin tuborg (s:string);

dilcopy tuborg@function ("");

The argument is not used yet - just pass an empty string.

Message Board

Every game needs a way for administrators and players to exchange ideas.

dilbegin board
(idxfile:string, l_res:string, r_res:string, p_res:string, bmax:integer);

Arguments:

  • idxfile: Board index filename (unique identifier for this board)
  • l_res: DIL for look restrictions ("" for none, "admin_res@boards" for admin only)
  • r_res: DIL for remove restrictions ("" for none, "rem_res@boards" for admin only)
  • p_res: DIL for post restrictions ("" for none)
  • bmax: Maximum number of posts
// Free for all board
dilcopy board@boards("citizen", "", "", "", 50);

// Only admins can remove posts
dilcopy board@boards("citizen", "", "rem_res@boards", "", 100);

More Complex Objects

Making a Communication Board

info_board
title "a merchant information board"
descr "A merchant information Board is mounted on a wall here."
names {"merchant information board","information board","merchant board","board"}

extra {}
"A large flashy black steel board."

MATERIAL_METAL("A very fine quality black steel")
type ITEM_BOARD
dilcopy board@boards("info", "", "rem_res@boards", "", 100);

end

Making a Container

wpn_locker

title "a weapons locker"
names {"weapons locker","weapon locker","locker"}
descr "a small weapons locker hangs on the wall here."

extra {}
"It is an ordinary weapons locker that looks like it holds any illegal
weapons that are taken on the station."

MATERIAL_METAL("A very fine quality steel")

manipulate {MANIPULATE_ENTER}
CONTAINER_DEF(500)
open {EX_OPEN_CLOSE, EX_CLOSED, EX_LOCKED}
key black_key

end

Notice we didn’t make the item MANIPULATE_TAKE because we don’t want people to walk off with our weapons locker.

Creating Drinks

The drink container has special rules:

  • title and descr: Should NOT have the liquid name (it might change if refilled)
  • names: MUST have the drink name as the LAST name (it gets removed/added when emptied/refilled)
liq_ration
names {"red bag", "bag", "wine"}
title "a red bag"
descr "A red bag has been gently placed here."

extra {}
"A small label reads Tassel Grove's finest. Year 321"

MATERIAL_ORGANIC("a soft plastic")
manipulate {MANIPULATE_TAKE}
LIQ_WINE(1, 2, 2, 0)
cost 2 IRON_PIECE

extra {"$identify"}
"It's the special wine from Tassel grove a small halfling village on the
planet Valhalla. It seems like a great vintage wine."

end

Creating Food

Food is very simple - just a regular item with the food macro:

beef_stick

title "a tough leathery stick"
descr "A tough leathery looking stick is laying here."
names {"tough leathery stick","tough leather stick","leathery stick",
"leather stick","tough stick","stick"}

extra {}
"This has the word BEEF burnt into it."

manipulate {MANIPULATE_TAKE}
FOOD_DEF(5, 0)
weight 1
cost 1 COPPER_PIECE
MATERIAL_ORGANIC("tough beef")

end

Making a Weapon

w_stiletto
title "a stiletto"
names {"deadly looking stiletto","deadly stiletto","stiletto", "dagger"}
descr "A deadly looking stiletto has been left here."

extra {}
"This looks like a thieves dream come true."

MATERIAL_METAL("A very fine quality steel")

manipulate {MANIPULATE_TAKE, MANIPULATE_WIELD}
WEAPON_DEF(WPN_DAGGER, 1, 2)
SKILL_TRANSFER(SKI_BACKSTAB, 2)
dilcopy abi_restrict@function (ABIL_DEX, 10, 0, 25, "");
weight 2
cost 2 GOLD_PIECE
rent 1 COPPER_PIECE

extra {"$identify"}
"The stiletto looks magical in nature and seems really sharp. You can
tell if you wield it you would be able to backstab someone really easy."

extra {"$improved identify"}
"The stiletto gives you a magical bonus of +1 and has a quality of +2.
It also raises your back stabbing skill by 2%. You have to have at
least 10% in dex before you can wield this magical weapon."

end

Making Armour

Only seven wear positions count as armour:

PositionDefine
headMANIPULATE_WEAR_HEAD
handsMANIPULATE_WEAR_HANDS
armsMANIPULATE_WEAR_ARMS
bodyMANIPULATE_WEAR_BODY
legsMANIPULATE_WEAR_LEGS
feetMANIPULATE_WEAR_FEET
cloakMANIPULATE_WEAR_ABOUT

Note: MANIPULATE_WEAR_SHIELD also works as armour but uses a different define.

pol_plate
names {"polished breast plate","polished plate","breast plate","plate"}
title "a polished breast plate"
descr "A polished breast plate has been left here."

extra {}
"This is one shiny plate it seems to be made out of one perfect piece of
metal. There doesn't even seem to be any markings of ownership."

MATERIAL_METAL("A high luster silver colored metal")

manipulate {MANIPULATE_TAKE, MANIPULATE_WEAR_BODY}
ARMOUR_DEF(ARM_PLATE, 5, 9)

dilcopy abi_restrict@function (ABIL_STR, 40, 0, 25, "");
cost 2 GOLD_PIECE
rent 3 COPPER_PIECE
weight 25

extra {"$identify"}
"This is a high quality plate with a magical feeling."

extra {"$improved identify"}
"The plate has a magical bonus to your defence of a +5 and a quality of
+9. You need 40% in strength to be able to wear it."

end

Making Non-Armour Worn Objects

Non-armour positions:

PositionDefine
earMANIPULATE_WEAR_EAR
neckMANIPULATE_WEAR_NECK
wristMANIPULATE_WEAR_WRIST
fingerMANIPULATE_WEAR_FINGER
chestMANIPULATE_WEAR_CHEST
backMANIPULATE_WEAR_BACK
waistMANIPULATE_WEAR_WAIST
ankleMANIPULATE_WEAR_ANKLE

Note: Positions like ear, neck, wrist, and ankle can have two on a player. Any bonuses you give can be doubled if the player gets two of them.

maskwa

names {"maskwa platinum ring", "platinum ring","maskwa ring","maskwa","ring"}
title "a Maskwa ring"
descr "A Maskwa platinum ring is laying here."
MATERIAL_METAL("Platinum, and other precious metals")

extra {}
"The ring has a large bear head. Could this be the legendary head of
Maskwa? Any thing formed with its head on it is said to strengthen the
wearer."

type ITEM_WORN
manipulate {MANIPULATE_TAKE, MANIPULATE_HOLD, MANIPULATE_WEAR_FINGER}
cost 100 COPPER_PIECE
rent 50 IRON_PIECE
weight 1
STR_TRANSFER(+1)

end

Note: The item type for non-armour worn items is ITEM_WORN.


Dragon Station with Rooms, NPCs, and Objects

Now we will add the objects we have built to the zone from the previous chapter. This is still not complete while it does compile and you can log into your zone, you still have to load your NPCs and objects but they do not load themselves and they are not dressed with their armour. This will be taken care of in The Reset Section and you will finally have a finished zone. The following is the source file so far.

#include <composed.h>
%zone dragonst
lifespan 20
reset RESET_ANYHOW
creators {"whistler"}

notes
"This is the dragon station I shortened it to dragonst for ease in
loading.  If you have  any questions email me at admin@example.com"

help
"Not sure what could help you now.  You are stuck on one of the
weirdest space stations you have ever seen and you smell burning
sulfur."

%rooms

chamber
title "The middle chamber of the station"
descr
"This chamber seems to have the entire station rotating around it.  It is
unbelievably large the ceiling seems to be a good 200 meters high and
the room is perfectly cubic. Small human size ornate chairs with dragon
designs scrawled on the arms and back are arranged in a triangle like
setting with one large chair at the front.  This must be where all
station meetings are held. Large pictures cover the walls depicting
dragons in all kinds of situations.  Large passages lead off to the west
and the east."

extra {"chair","chairs"}
"The chairs are made of some metal you don't recognize and every inch is covered
with some kind of dragon."

extra  {"dragon picture","picture"}
"Thousands of dragons dot the skies of this rather life like picture.  In the
center you see something move.  It looks to be a little green dragon."

extra {"green dragon","dragon","green"}
"An intelligent looking dragon is sitting perched on a large chair watching you."

movement SECT_INSIDE
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}


west to disposal_room descr
"You see a small room.";

east to hallway descr
"You see what looks to be a hallway.";

end

hallway
title "Module tunnel"
descr "The hallway is about 50 meters long and around 100 meters from
side to side and top to bottom.  The hallway seems to be dust free.  The
walls and the floors seem to be made out of the same sterile
metal-plastic that all space agencies uses.  There are large plate glass
windows that open up into space.  The hallway is filled with a dim light
that seems to come from everywhere yet no where all at once.  You notice
a glimmer of bright light coming from the windows.  To the east you see
an air lock and to the west the hallway opens up into a larger room."

extra {"windows","window"}
"Your eyes are drawn to a large ship lit up with running lights sitting
about 1 kilometer from the station."

extra {"floor","walls","wall"}
"Well what can be said it looks to be in perfect condition.  what else would
you want to know?"

extra {"large ship" ,"ship"}
"The ship looks really big and is shaped like a dragon.  The scales
sparkle and seem to be multiple colors."

movement SECT_INSIDE
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}

west to chamber descr
"The hallway opens up into a chamber.";

east to office descr
"You see what looks to be an office."
keyword {"air lock door","air lock","door"}
open {EX_OPEN_CLOSE, EX_CLOSED};

end

office
title "The station office"
descr
"Large paintings fill the walls of this part of the station.  The room
is as large as the other rooms big enough for Dragons to lounge while
still having a desk in one corner small enough for a humanoid.  The
floor along the north wall is lined with some kind of fabric and seems very
soft to walk on, it may be some kind of dragon lounge judging by how large an
area it covers.  There is a passage to the west."

movement SECT_INSIDE
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}

extra {"paintings","painting"}
"The paintings are of many dragons and riders in all kinds of tasks from
combat to look out.  All the figures seem to be staring at a staff
being held by a depiction of a wizard on the south wall."

extra {"wizard","staff"}
"The wizard has his hand stretched out and it seems there is a place
you can almost grab the staff. Maybe if you searched the staff you would
find it."

extra {"desk"}
"It's a desk alright but there doesn't seem to be any drawers and it
seems totally empty."

extra {"fabric"}
"Wussshhhhh you bound across the comfortable floor wasn't that fun."

west to hallway descr
"You see what looks to be a hallway."
keyword {"air lock door","air lock","door"}
open {EX_OPEN_CLOSE, EX_CLOSED};

south to portal_room descr
"You see what looks to be a portal room."
keyword {"air lock door","air lock","staff","door"}
key nokey
difficulty 50
open {EX_OPEN_CLOSE, EX_CLOSED, EX_LOCKED, EX_HIDDEN};

end

portal_room
title "Green field room"
descr
"Like the other rooms on the station this one is large enough for
dragons to comfortably fit in.  The strange thing about this room though
is it is totally empty except for a green field right in the center.
there is a door that leads to another room to the north."

movement SECT_INSIDE
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}

extra {"green field","field"}
"The field looks to be a green fog shifting and churning as you watch.
if you are nuts you could probably enter it."

north to office descr
"You see what looks to be an office."
keyword {"air lock door","air lock","door"}
key nokey
difficulty 50
open {EX_OPEN_CLOSE, EX_CLOSED, EX_LOCKED};

//A link to the portal is also here from room_port
end

ship_port
names {"green field", "field"}
title "Green field"
descr
"Green Mist swirls about you."

movement SECT_INSIDE
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}

in ship

dilcopy force_move@function(
//Time in ticks (PULSE_SEC*seconds), minimum 12 ticks (3 sec)
PULSE_SEC*4,
//room and act
"portal_room@dragonst!You feel your body dissolving for lack of a better
description.&nYou appear on the deck of a ship.",
//True or False for randomizing or not
FALSE);


end

room_port
names {"green field", "field"}
title "Green field"
descr
"Green Mist swirls about you."
movement SECT_INSIDE
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}

in portal_room

dilcopy force_move@function(
//Time in ticks (PULSE_SEC*seconds), minimum 12 ticks (3 sec)
PULSE_SEC*4,
//room and act
"ship@dragonst!You feel your body dissolving for lack of a better
description.&nYou appear on the deck of a ship.",
//True or False for randomizing or not
FALSE);


end

disposal_room
title "Red field room"
descr
"Like the other rooms on the station this one is large enough for
dragons to comfortably fit in.  The strange thing about this room though
is it is totally empty except for a red field right in the center.
there is a door that leads to another room to the east."

movement SECT_INSIDE
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}

extra {"red field","field"}
"The field looks to be a red fog shifting and churning as you watch.
if you are nuts you could probably enter it."

east to chamber descr
"You see the main chamber.";

//A link to the portal is also here from dis_port
end

dis_port
names {"red field","field"}
title "Red field"
descr
"Red Mist swirls about you."

movement SECT_INSIDE
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
dilcopy force_move@function(
//Time in ticks (PULSE_SEC*seconds), minimum 12 ticks (3 sec)
PULSE_SEC*4,
//room to force move to and act
"deathspace@dragonst!You feel your body dissolving for lack of a better
description.",
//true or false random move or not
0);
in disposal_room

end

ship
title "War dragon"
descr
"Blue light softly glows from con duets that line the walls of this ship.
The floors beside the east and west wall have what looks to be soft
fabric covering.  The south wall has small controls that seem to be made
for humanoids with two small chairs that look to be pilot seats.  view
portals are about 50 meters up the side of the ship on the west and east
wall and some kind of electronic screen covers the south wall.  The ship
seems to be a one room ship but there is a green field by the north
wall."

movement SECT_INSIDE
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}

extra {"view port"}
"Sorry you're not 50 meters tall maybe it is made for a dragon?"

extra {"view screen","screen"}
"It seems to be the pilots view screen but you can't seem to see a way
to turn it on."

extra {"controls","control"}
"The controls are in some weird language and you're afraid if you start
pushing buttons you might rocket in to the station or worse slam into
a planet."

extra {"soft fabric","fabric"}
"It looks to be a dragon lounge area."

//A link to the portal is also here from ship_port
end

deathspace
title "Open space"
descr
"You see the ship and the station far off in the distance and you are in Space!"

movement SECT_INSIDE
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}

dilcopy death_room@function (
//Time in ticks (PULSE_SEC*seconds), minimum 12 ticks (3 sec)
PULSE_SEC*4,
//damage
400,
//act for the damage.
"You realize to late that was the trash disposal transporter and you feel
your lungs explode.");


end

%mobiles

bldragon

title "a black dragon"
descr "A big ugly black dragon is clawing the ground here."
names {"big ugly black dragon","ugly black dragon","big black dragon",
"black dragon","dragon"}

extra {}
"The black dragons scales glitter like black granite that has been
polished for years by water.  He has a large neck and huge bat like
wings.  his eyes watch you as you stand before him.  One claw seems to be
tapping slightly on the ground as if the dragon is waiting for
something."

extra {"eye","eyes"}
"The dragons eyes seem to follow you no matter where you go in the room
nothing seems to escape the dragons attention."

extra {"claws","claw"}
"The claw is big black and it looks very deadly.  It seems like the
dragon has two sets of 4 large claws and 2 sets of 4 smaller claws which
to say means the claws are about the size of short swords and long
swords."

extra {"scales","scale"}
"It's a scale!  Haven't you ever seen a dragon before!"

extra {"bat wings","wings"}
"The dragon sees you looking and flaps his wings creating one heck of a
wind blast."

M_DRAGON_BLACK_OLD(SEX_MALE)

end

janitor
names {"ugly janitor", "janitor", "hobgoblin"}
title "an ugly janitor"
descr "an ugly janitor is walking around, cleaning up."

extra {}
"This ugly green thing looks more goblin than hobgoblin but he seems intent on
cleaning everything around him."

M_AVG_HOBGOBLIN(6, SEX_MALE)

// he is sort of good for cleaning so much
alignment 900

//give him some money
money 5 IRON_PIECE

dilcopy janitor@clashut("disposal_room@dragonst");

// only want him cleaning the station
dilcopy wander_zones@function("dragonst", 20, 1, 1);

end

bob

names {"Bob"}
title "Bob"
descr "Bob the Banker is here, sitting behind the counter."
extra {}
"He has a very serious look on his face."

// define from composed.h
M_SHOP_KEEPER(4, SEX_MALE, RACE_HUMAN)

//discourage people from killing banker
exp -500

flags {UNIT_FL_NO_TELEPORT}

special SFUN_BANK
end

%objects

info_board

title "a merchant information board"
descr "A merchant information Board is mounted on a wall here."
names {"merchant information board","information board","merchant board","board"}

extra {}
"A large flashy black steal board."

MATERIAL_METAL("A very fine quality black steel")
type ITEM_BOARD
dilcopy board@boards("info","","rem_res@boards","",100);

end

w_stiletto
title "a stiletto"
names {"deadly looking stiletto","deadly stiletto","stiletto", "dagger"}
descr "A deadly looking stiletto has been left here."

MATERIAL_METAL("A very fine quality steel")
manipulate {MANIPULATE_TAKE, MANIPULATE_WIELD}
WEAPON_DEF(WPN_DAGGER, 1, 2)
weight 2
cost 2 GOLD_PIECE
rent 1 COPPER_PIECE

SKILL_TRANSFER(SKI_BACKSTAB, 2)
dilcopy abi_restrict@function (ABIL_DEX,10,0,25,"");

extra {}
"This looks like a thief dream come true. "

extra {"$identify"}
"The stiletto looks magical in nature and seems really sharp.  You can
tell if you wield it you would be able to backstab someone really easy."

extra {"$improved identify"}
"The stiletto gives you a magic bonus of +1 and has a quality of +2.
It also raises your back stabbing skill  by 2%.  You have to have at
least 10% in dex before you can wield this magical weapon."

end

wpn_locker

title "a weapons locker"
names {"weapons locker","weapon locker","locker"}

descr "a small weapons locker hangs on the wall here."
manipulate {MANIPULATE_ENTER}
CONTAINER_DEF(500)
open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}
weight 400
MATERIAL_METAL("A very fine quality steel")

extra {}
"It is an ordinary weapons locker that looks like it holds any illegal
weapons that are taken on the station."

end

pol_plate
names {"polished breast plate","polished plate","breast plate","plate"}
title "a polished breast plate"
descr "A polished breast plate has been left here."
extra {}
"This is one shiny plate it seems to be made out of one perfect piece of
metal.  There doesn't even seem to be any markings of owner ship."

MATERIAL_METAL("A high luster silver colored metal")

manipulate {MANIPULATE_TAKE, MANIPULATE_WEAR_BODY}
ARMOUR_DEF(ARM_PLATE,5,9)
dilcopy abi_restrict@function (ABIL_STR,40,0,25,"");
cost 2 GOLD_PIECE
rent 3 COPPER_PIECE
weight 25

extra {"$identify"}
"This is a high quality plate with a magical feeling."

extra {"$improved identify"}
"The plate has a magical bonus to your defence of a +5 and a quality of
+9. You need 40% in strength to be able to wear it."
end

liq_ration
names {"red bag", "bag", "wine"}
title "a red bag"
descr "A red bag has been gently placed here."

MATERIAL_ORGANIC("a soft plastic")
manipulate {MANIPULATE_TAKE}

LIQ_WINE(1,2,2,0)
cost 2 IRON_PIECE
extra {}
"A small label reads Tassel Grove's finest.  Year 321"

extra {"$identify"}
"It's the special wine from Tassel grove a small halfling village on the
planet Valhalla.  It seems like a great vintage wine."

end

beef_stick

title "a tough leathery stick"
descr "A tough leathery looking stick is laying here."
names {"tough leathery stick","tough leather stick","leathery stick",
"leather stick","tough stick","stick"}

extra {}
"This has the word BEEF burnt into it."

manipulate {MANIPULATE_TAKE}
FOOD_DEF(5,0)
weight 1
cost 1 COPPER_PIECE
MATERIAL_ORGANIC("tough beef")
end

  maskwa

names {"maskwa platinum ring", "platinum ring","maskwa ring","maskwa","ring"}
title "a Maskwa ring"
descr "A Maskwa platinum ring is laying here."
MATERIAL_METAL("Platinum, and other precious metals")
extra {}
"The ring has a large bear head.  Could this be the legendary head of
Maskwa?  Any thing formed with its head on it is said to strengthen the
wearer."
type ITEM_WORN
manipulate {MANIPULATE_TAKE, MANIPULATE_HOLD, MANIPULATE_WEAR_FINGER}
cost 100 COPPER_PIECE
rent 50 IRON_PIECE
weight 1
STR_TRANSFER(+1)
end

%end

Suggested Object Exercises

  1. Using information about craftsmanship, magical modifier, and shield fields, create a large shield.

  2. Using information about non-armour worn objects and magical transfer macros, create a ring that gives a person 5% strength bonus and removes 5% magic ability.

  3. Using information from drink container macros, create a beer or soda from your local area.

  4. Using information about light object macros, make an object that gives off a bright light and will never run out.

  5. Using the container, food, drink, and money macros, create a chest that can be locked that contains food, drink, a pile of silver pieces, and a pile of iron pieces.

The Reset Section

Once you have learned to build rooms, objects and NPCs, you will find one main missing thing - while you have created NPCs and objects they don’t exist in the game unless you load them. When developing the VME we found that logging on and loading everything for the players to interact with became a very difficult thing to do when we got over 30 items. After many seconds of thought we came up with the idea of a reset section that would do all of this work for us. In fact the reset takes care of closing doors after players have opened them, loading NPCs and their equipment, loading objects by themselves in rooms or even loading objects in objects.

Everything inside the reset section activates once at boot time and then again when the reset time is up and the reset flag is true. These two fields were described in the Zone Source File chapter and are included in the zone header. The reset section is denoted by the symbol %reset and can be placed anywhere but we try to keep it at the end of our zone files. There is no set order you must reset your doors, objects, and NPCs in but I like to do doors first, special reset commands second, objects in rooms third, objects with objects in them fourth, and finally NPCs. You may find that you have a better way of sorting them and again it is up to you.

Door Resets

To show how the door resets work we will revisit an old room example from the Rooms chapter. The following two rooms are linked with a door and at boot time they are reset to closed. When the mud boots the door flags set on the room are the door flags that are used. After boot up time the reset section is where the VME gets its information about what to do with the door.

hallway
title "Module tunnel"
descr "The hallway is about 50 meters long and around 100 meters from
side to side and top to bottom...."

movement SECT_INSIDE
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}

west to chamber descr
"The hallway opens up into a chamber.";

east to office descr
"You see what looks to be an office."
keyword {"air lock door","air lock","door"}
open {EX_OPEN_CLOSE, EX_CLOSED};

end

office
title "The station office"
descr
"Large paintings fill the walls of this part of the station...."

movement SECT_INSIDE
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}

west to hallway descr
"You see what looks to be a hallway."
keyword {"air lock door","air lock","door"}
open {EX_OPEN_CLOSE, EX_CLOSED};
end

Now that we have two rooms let’s define the reset command and how it works. All reset commands have a keyword and then a set of arguments. The door reset command is simply door followed by a set of arguments that tell the VME where the door is, which door in that location, and what you want to do with the door. The command looks like this:

door <room symbol> <Direction number> {<door flags>}

Door Argument Explanation

room symbolic: As the name indicates this is the room that the door is located in. If you are resetting a door not in the zone the reset command is in you will need to use a full symbolic name with the zone extension.

// room symbolic in this zone
door myroom ...

// room symbolic in another zone
door out_room@frogwart ...

direction number: The direction number can be one of the pre-defined direction numbers in the file vme.h:

#define NORTH 0
#define EAST  1
#define SOUTH 2
#define WEST  3
#define UP    4
#define DOWN  5
#define NORTHEAST 6
#define NORTHWEST 7
#define SOUTHEAST 8
#define SOUTHWEST 9

door flags: These flags, surrounded by {}, describe the state of the door after the reset:

FlagDescription
EX_OPEN_CLOSESet this if you can open and close this exit, be it a door, gate or otherwise
EX_CLOSEDSet this if you want the exit to be closed at reset time
EX_LOCKEDSet this if you want the exit to be locked at reset time
EX_PICKPROOFUsing this flag renders the ‘pick’ skill and ‘unlock’ spell unusable on the lock
EX_HIDDENIf this bit is set, the exit is hidden until the mobile has successfully searched for it

Note: If you do not specify a key, you can only unlock this door with the ‘pick’ skill, ‘unlock’ spell or from DIL with UnSet().

Now that we have all the information we need we can close the door after the reset time expires. For our two rooms the door reset would look like this:

door hallway EAST {EX_OPEN_CLOSE, EX_CLOSED}
door office WEST {EX_OPEN_CLOSE, EX_CLOSED}

Note: As you can see from the example it is very important to close both sides of the door. If you do not close both sides you will get very weird and undefined errors when players are trying to open and close them.

Another thing that you can do with the door reset command is change the door’s status. In our previous example we reset the door to its status that it has when it first is loaded into the game. If however we wanted to change the door to a locked door we could do that by adding the locked flag like this:

door hallway EAST {EX_OPEN_CLOSE, EX_CLOSED, EX_LOCKED}
door office WEST {EX_OPEN_CLOSE, EX_CLOSED, EX_LOCKED}

Loading Objects and NPCs

Time to start loading your zone with its life and all the other strange things you have built. There are two commands that do all the loading and equipping of objects. Oddly enough the commands are called load and equip. The format of the commands are almost the same but equip must be used inside a NPC grouping. With that in mind let’s start with simple loads and work our way up.

The command to load an object or an NPC into a room is as follows:

load <object or NPC> [into] [<room>] [<load amount>]
  [{Other loads and equip commands}]

Load Command Arguments

object or NPC: The first argument to the load command is the object or NPC symbolic name that you want to load. The first argument is the only one that must be included in all load commands.

into: This is just a symbol that tells the reset that we are loading the object or NPC into some other unit.

object, NPC, and room: The third argument is the symbolic name of the place where you are loading the object and the NPC.

load amount: The fourth argument is an optional argument that tells the reset how many of the objects are allowed in the world, zone, or locally. The possible values for this field are:

ModifierDescription
max <num>At reset time the entire world is scanned for occurrences of the loaded unit - only if the currently existing number is less than <num> will the command be executed
local <num>At reset time the location where the unit is to be loaded is scanned for occurrences - only if the currently existing number is less than <num> will the command be executed
zonemax <num>At reset time the entire zone being reset is scanned for occurrences - only if the currently existing number is less than <num> will the command be executed

Optional grouping: Any reset command may be followed by a pair of curly brackets {} containing more reset commands. The commands inside the brackets will only be executed in case the associated command was successful.

Load Examples

Don’t be alarmed if this sounds a bit hard. It all gets much more clear as some examples are explained.

load udgaard/fido into midgaard/temple max 1

This example is pretty simple - it says load the fido into the temple only if there isn’t already 1 in the world. Now let’s get a bit more complicated:

load udgaard/fido into midgaard/temple max 1
{
   load bone
   load excrement into midgaard/temple
}

Now we have said again load the fido into the temple if there is not already one in the world. Then if fido loads fill his inventory with a bone and load excrement into the temple as well.

We can get even more complicated but still just using the load commands by doing the following:

load udgaard/fido into midgaard/temple max 1
{
   load bone
   load excrement into midgaard/temple
   load bag
   {
      load apple max 1
   }
}

Now we still have the fido loading if there isn’t one already in the world then the bone and the excrement and finally we load a bag. If there isn’t an apple already in the world we load the bag with an apple in it otherwise the bag will be empty.


The Equip Command

The equip command works a lot like load but has much simpler arguments. The equip command is as follows:

equip <symbol> position [load amount <num>]

symbol: The first argument is just the symbolic name of the item being worn by the NPC.

position: The position is any of the positions available in vme.h:

PositionDefine(s)
headWEAR_HEAD
handsWEAR_HANDS
armsWEAR_ARMS
bodyWEAR_BODY
legsWEAR_LEGS
feetWEAR_FEET
cloakWEAR_ABOUT
shieldWEAR_SHIELD
holdWEAR_HOLD
wieldWEAR_WIELD
earWEAR_EAR_R and WEAR_EAR_L
neckWEAR_NECK_1 and WEAR_NECK_2
wristWEAR_WRIST_R and WEAR_WRIST_L
fingerWEAR_FINGER_R and WEAR_FINGER_L
chestWEAR_CHEST
backWEAR_BACK
waistWEAR_WAIST
ankleWEAR_ANKLE_R and WEAR_ANKLE_L
faceWEAR_FACE
shouldersWEAR_SHOULDERS
haloWEAR_HALO (not for general use)
auraWEAR_AURA (not for general use)

load amount: The optional load amount works the same as with the load command (max, local, zonemax).

Equip Examples

Now with the equipment command you can now get your NPCs dressed and ready for battle:

load guard into jail
{
   equip helmet WEAR_HEAD
   equip plate WEAR_BODY
   equip pants WEAR_LEGS
   equip specialsword WEAR_WIELD max 1
   load brass_key
}

This is how you would equip a NPC with all items from the current zone. As you can see we didn’t need full symbolics because the server knows to grab the items from the zone the resets are in.

load guard into safe_room max 2
{
   equip plate WEAR_BODY
   load powersword max 1
   {
      load silver_pile into safe_room
   }
}

In this example we only load the silver pile if the guard loads and if the power sword loads which may or may not happen since there is only a max of one sword allowed while there is a max of 2 guards allowed. What will happen in this case is at the first reset there will be one guard and one pile of silver. The next reset there will still only be one pile of silver but now there will be two guards.


Special Reset Functions

Now that we have gone over the basic load and equip commands we have some special commands that you can add to them to make them do more interesting things. Sometimes when doing resets you don’t always want items or NPCs to load or sometimes you want them to load but only if a certain amount of other things correctly load. There are also times you want to clear the rooms or reload an entire object after removing the old one. All these things and more can be accomplished with the reset section.

The Complete Directive

The load and equip commands have one more argument that can be placed at the end of them to make them act a bit differently - the complete directive. In the case where this directive is placed at the end of a load or equip command, the unit is only loaded in case all immediate commands inside its nesting are executed successfully. In other words, if one item does not load when the complete directive is used, then nothing will load on that item.

load captain into jail_room complete
{
   equip magic_sword WEAR_WIELD max 1
   load bag
   {
      load ruby_ring max 1
   }
}

In this case the captain is only loaded if the objects magic_sword and bag are successfully loaded. If the ruby_ring is not loaded, it will have no affect on the complete directive. To make the ruby_ring affect the captain’s complete directive, the bag must also have specified a complete directive (because the bag would then not be complete, and thus the captain would not be complete).

The Follow Command

Once you load a NPC you may want that NPC to follow another NPC. That is what the follow command is for:

follow <symbol> <load amount #> <complete>

symbol: The first argument to the follow command is the symbolic name of the NPC to follow the NPC of the outer grouping.

load amount: The optional load amount works the same as with other commands.

complete: This only makes the NPC follow if all the other things in the grouping finish completely.

The follow command is always used nested inside a loaded NPC to force the NPC <symbol> to follow the NPC of the outer grouping:

load captain into jail
{
   follow guard max 4
   {
      equip guard_helmet WEAR_HEAD
      equip guard_plate WEAR_BODY
      equip guard_legs WEAR_LEGS
      equip guard_boots WEAR_FEET
   }
   follow guard max 4
   {
      equip guard_helmet WEAR_HEAD
      equip guard_plate WEAR_BODY
      equip guard_legs WEAR_LEGS
      equip guard_boots WEAR_FEET
   }
}

This example would load two guards that are fully dressed and they would start following the captain which is also loaded.

The Purge Command

There are times when you want to clean up a room. This can be done very easily by using the purge command:

purge <symbol>

The symbol is the room you want to empty of all objects and NPCs. If you wanted to get rid of all objects and NPCs from a room with the symbolic name of jail it would look like this:

purge jail

The Random Command

If you ever want to load something only some of the time, there is a built-in random command that allows you to pick the percentage of the time that the item will load:

random <num>
{group or single set of resets}

It is important to point out this is done by a random percentage chance where 1% of the time would be almost not at all and 100% of the time would be all the time. If we wanted to load a group of things only 80% of the time it would look like this:

random 80
{
   load captain into jail_room complete
   {
      equip magic_sword WEAR_WIELD max 1
      load bag
      {
         load ruby_ring max 1
      }
   }
}

The Remove Command

Many times players take items out of containers like chests or steal items from your NPCs and leave them naked. If the NPC is not dead the resets don’t reload them therefore, your NPCs will stand there empty and so will your chests. This is fine, if that is what you want, but sometimes you want them to get dressed or refilled again at reset time. That is what the remove command is for:

remove <symbol1> in <symbol2>

Again, the remove command is a simple command and it only has two arguments - the item and where it is to remove it from. If you wanted to have a cabinet that at every reset would have a knife and a bag of sugar in it, it would look like this:

remove cabinet in kitchen
load cabinet into kitchen
{
   load sugarbag
   load knife
}

Reset Walk Through

The dragon station is almost finished. All you have to do now is create the resets for it. We don’t have a lot of stuff in the zone but we have enough to make a decent example of how the resets work. As I mentioned at the start of the chapter on resets I like to do the doors first, the objects in rooms second, then the NPCs. Again this is nothing we force you to do but I find it helps me keep track of my items and NPCs.

Door Resets Example

With that in mind, we will start by resetting our doors. In the zone there are two doors. One is a regular door that is closed when the mud reboots and the other is a hidden and locked door when the mud reboots. The resets for these doors would look like this:

// Office door reset
door hallway EAST {EX_OPEN_CLOSE, EX_CLOSED, EX_LOCKED}
door office WEST {EX_OPEN_CLOSE, EX_CLOSED, EX_LOCKED}

// Secret door reset
door office SOUTH {EX_OPEN_CLOSE, EX_CLOSED, EX_LOCKED, EX_HIDDEN}
door portal_room NORTH {EX_OPEN_CLOSE, EX_CLOSED, EX_LOCKED}

Note: Both sides of the door don’t have to have the exact same flags - the door in the office is hidden but the one on the ship is not.

Object Resets Example

The next thing to build resets for is the two items we are loading directly into rooms and their contents if they have any. The two items we are loading into rooms are the board and the weapons locker. I am just going to stick the board in the main chamber and the weapons locker in the office. The reset for these two items looks like this:

load info_board into chamber

load wpn_locker into office
{
   load w_stiletto
}

Notice we also loaded a stiletto into the weapons locker and it will only load once a reboot since the cabinet will never be removed and unless the cabinet reloads the stiletto will not reload.

NPC Resets Example

Finally we get to the NPCs and their equipment. We only have 3 NPCs in our zone so it shouldn’t be any problem especially since we don’t have that much clothes. I am going to load the dragon into the ship on a percentage chance basis and then load the Janitor into the station so he can get to cleaning it up. Finally I will load Bob into the office so he can sit and count his money.

load bob into office
{
   equip pol_plate WEAR_BODY
}

load janitor into chamber
{
   equip pol_plate WEAR_BODY
}

random 50
{
   load bldragon into ship
   {
      load maskwa
   }
}

Only a couple final things to point out. It doesn’t matter if you load the same type of plate or same type of clothing on every NPC. It would look pretty silly if everyone was wearing the same clothes but I wanted to make sure you understood you didn’t have to make one set for everyone. Also you don’t have to equip wearable things - you can load them into the inventory like we did with the ring on the dragon. That about covers it all. The resets are now done and we can now put them all together with the zone and complete our dragon station.


The Complete Dragon Station

#include <composed.h>
%zone dragonst
lifespan 20
reset RESET_ANYHOW
creators {"whistler"}

notes
"This is the dragon station I shortened it to dragonst for ease in
loading.  If you have any questions email me at admin@example.com"

help
"Not sure what could help you now.  You are stuck on one of the
weirdest space stations you have ever seen and you smell burning
sulfur."

%rooms

chamber
title "The middle chamber of the station"
descr
"This chamber seems to have the entire station rotating around it.  It is
unbelievably large the ceiling seems to be a good 200 meters high and
the room is perfectly cubic. Small human size ornate chairs with dragon
designs scrawled on the arms and back are arranged in a triangle like
setting with one large chair at the front.  This must be where all
station meetings are held. Large pictures cover the walls depicting
dragons in all kinds of situations.  Large passages lead off to the west
and the east."

extra {"chair","chairs"}
"The chairs are made of some metal you don't recognize and every inch is covered
with some kind of dragon."

extra  {"dragon picture","picture"}
"Thousands of dragons dot the skies of this rather life like picture.  In the
center you see something move.  It looks to be a little green dragon."

extra {"green dragon","dragon","green"}
"An intelligent looking dragon is sitting perched on a large chair watching you."

movement SECT_INSIDE
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}


west to disposal_room descr
"You see a small room.";

east to hallway descr
"You see what looks to be a hallway.";

end

hallway
title "Module tunnel"
descr "The hallway is about 50 meters long and around 100 meters from
side to side and top to bottom.  The hallway seems to be dust free.  The
walls and the floors seem to be made out of the same sterile
metal-plastic that all space agencies uses.  There are large plate glass
windows that open up into space.  The hallway is filled with a dim light
that seems to come from everywhere yet no where all at once.  You notice
a glimmer of bright light coming from the windows.  To the east you see
an air lock and to the west the hallway opens up into a larger room."

extra {"windows","window"}
"Your eyes are drawn to a large ship lit up with running lights sitting
about 1 kilometer from the station."

extra {"floor","walls","wall"}
"Well what can be said it looks to be in perfect condition.  What else would
you want to know?"

extra {"large ship" ,"ship"}
"The ship looks really big and is shaped like a dragon.  The scales
sparkle and seem to be multiple colors."

movement SECT_INSIDE
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}

west to chamber descr
"The hallway opens up into a chamber.";

east to office descr
"You see what looks to be an office."
keyword {"air lock door","air lock","door"}
open {EX_OPEN_CLOSE, EX_CLOSED};

end

office
title "The station office"
descr
"Large paintings fill the walls of this part of the station.  The room
is as large as the other rooms big enough for Dragons to lounge while
still having a desk in one corner small enough for a humanoid.  The
floor along the north wall is lined with some kind of fabric and seems
very soft to walk on, it may be some kind of dragon lounge judging by
how large an area it covers.  There is a passage to the west."

movement SECT_INSIDE
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}

extra {"paintings","painting"}
"The paintings are of many dragons and riders in all kinds of tasks from
combat to look out.  All the figures seem to be staring at a staff
being held by a depiction of a wizard on the south wall."

extra {"wizard","staff"}
"The wizard has his hand stretched out and it seems there is a place
you can almost grab the staff. Maybe if you searched the staff you would
find it."

extra {"desk"}
"It's a desk alright but there doesn't seem to be any drawers and it
seems totally empty."

extra {"fabric"}
"Wussshhhhh you bound across the comfortable floor wasn't that fun."

west to hallway descr
"You see what looks to be a hallway."
keyword {"air lock door","air lock","door"}
open {EX_OPEN_CLOSE, EX_CLOSED};

south to portal_room descr
"You see what looks to be a portal room."
keyword {"air lock door","air lock","staff","door"}
key nokey
difficulty 50
open {EX_OPEN_CLOSE, EX_CLOSED, EX_LOCKED, EX_HIDDEN};

end

portal_room
title "Green field room"
descr
"Like the other rooms on the station this one is large enough for
dragons to comfortably fit in.  The strange thing about this room though
is it is totally empty except for a green field right in the center.
there is a door that leads to another room to the north."

movement SECT_INSIDE
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}

extra {"green field","field"}
"The field looks to be a green fog shifting and churning as you watch.
if you are nuts you could probably enter it."

north to office descr
"You see what looks to be an office."
keyword {"air lock door","air lock","door"}
key nokey
difficulty 50
open {EX_OPEN_CLOSE, EX_CLOSED, EX_LOCKED};

//A link to the portal is also here from room_port
end

ship_port
names {"green field", "field"}
title "Green field"
descr
"Green Mist swirls about you."

movement SECT_INSIDE
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}

in ship

dilcopy force_move@function(
//Time in ticks (PULSE_SEC*seconds), minimum 12 ticks (3 sec)
PULSE_SEC*4,
//room and act
"portal_room@dragonst!You feel your body dissolving for lack of a better
description.&nYou appear on the deck of a ship.",
//True or False for randomizing or not
FALSE);


end

room_port
names {"green field", "field"}
title "Green field"
descr
"Green Mist swirls about you."
movement SECT_INSIDE
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}

in portal_room

dilcopy force_move@function(
//Time in ticks (PULSE_SEC*seconds), minimum 12 ticks (3 sec)
PULSE_SEC*4,
//room and act
"ship@dragonst!You feel your body dissolving for lack of a better
description.&nYou appear on the deck of a ship.",
//True or False for randomizing or not
FALSE);


end

disposal_room
title "Red field room"
descr
"Like the other rooms on the station this one is large enough for
dragons to comfortably fit in.  The strange thing about this room though
is it is totally empty except for a red field right in the center.
there is a door that leads to another room to the east."

movement SECT_INSIDE
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}

extra {"red field","field"}
"The field looks to be a red fog shifting and churning as you watch.
if you are nuts you could probably enter it."

east to chamber descr
"You see the main chamber.";

//A link to the portal is also here from dis_port
end

dis_port
names {"red field","field"}
title "Red field"
descr
"Red Mist swirls about you."

movement SECT_INSIDE
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
dilcopy force_move@function(
//Time in ticks (PULSE_SEC*seconds), minimum 12 ticks (3 sec)
PULSE_SEC*4,
//room to force move to and act
"deathspace@dragonst!You feel your body dissolving for lack of a better
description.",
//true or false random move or not
0);
in disposal_room

end

ship
title "War dragon"
descr
"Blue light softly glows from con duets that line the walls of this ship.
The floors beside the east and west wall have what looks to be soft
fabric covering.  The south wall has small controls that seem to be made
for humanoids with two small chairs that look to be pilot seats.  View
portals are about 50 meters up the side of the ship on the west and east
wall and some kind of electronic screen covers the south wall.  The ship
seems to be a one room ship but there is a green field by the north
wall."

movement SECT_INSIDE
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}

extra {"view port"}
"Sorry you're not 50 meters tall maybe it is made for a dragon?"

extra {"view screen","screen"}
"It seems to be the pilot's view screen but you can't seem to see a way
to turn it on."

extra {"controls","control"}
"The controls are in some weird language and you're afraid if you start
pushing buttons you might rocket in to the station or worse slam into
a planet."

extra {"soft fabric","fabric"}
"It looks to be a dragon lounge area."

//A link to the portal is also here from ship_port
end

deathspace
title "Open space"
descr
"You see the ship and the station far off in the distance and you are in Space!"

movement SECT_INSIDE
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}

dilcopy death_room@function (
//Time in ticks (PULSE_SEC*seconds), minimum 12 ticks (3 sec)
PULSE_SEC*4,
//damage
400,
//act for the damage.
"You realize too late that was the trash disposal transporter and you feel
your lungs explode.");


end

%mobiles

bldragon

title "a black dragon"
descr "A big ugly black dragon is clawing the ground here."
names {"big ugly black dragon","ugly black dragon","big black dragon",
"black dragon","dragon"}

extra {}
"The black dragons scales glitter like black granite that has been
polished for years by water.  He has a large neck and huge bat like
wings.  His eyes watch you as you stand before him.  One claw seems to be
tapping slightly on the ground as if the dragon is waiting for
something."

extra {"eye","eyes"}
"The dragon's eyes seem to follow you no matter where you go in the room
nothing seems to escape the dragon's attention."

extra {"claws","claw"}
"The claw is big black and it looks very deadly.  It seems like the
dragon has two sets of 4 large claws and 2 sets of 4 smaller claws which
to say means the claws are about the size of short swords and long
swords."

extra {"scales","scale"}
"It's a scale!  Haven't you ever seen a dragon before!"

extra {"bat wings","wings"}
"The dragon sees you looking and flaps his wings creating one heck of a
wind blast."

M_DRAGON_BLACK_OLD(SEX_MALE)

end

janitor
names {"ugly janitor", "janitor", "hobgoblin"}
title "an ugly janitor"
descr "an ugly janitor is walking around, cleaning up."

extra {}
"This ugly green thing looks more goblin than hobgoblin but he seems intent
on cleaning everything around him."

M_AVG_HOBGOBLIN(6, SEX_MALE)

// he is sort of good for cleaning so much
alignment 900

//give him some money
money 5 IRON_PIECE

dilcopy janitor@clashut("disposal_room@dragonst");

// only want him cleaning the station
dilcopy wander_zones@function("dragonst", 20, 1, 1);

end

bob

names {"Bob"}
title "Bob"
descr "Bob the Banker is here, sitting behind the counter."
extra {}
"He has a very serious look on his face."

// define from composed.h
M_SHOP_KEEPER(4, SEX_MALE, RACE_HUMAN)

//discourage people from killing banker
exp -500

flags {UNIT_FL_NO_TELEPORT}

special SFUN_BANK
end

%objects

info_board

title "a merchant information board"
descr "A merchant information Board is mounted on a wall here."
names {"merchant information board","information board","merchant board","board"}

extra {}
"A large flashy black steal board."

MATERIAL_METAL("A very fine quality black steel")
type ITEM_BOARD
dilcopy board@boards("info","","rem_res@boards","",100);

end

w_stiletto
title "a stiletto"
names {"deadly looking stiletto","deadly stiletto","stiletto", "dagger"}
descr "A deadly looking stiletto has been left here."

MATERIAL_METAL("A very fine quality steel")
manipulate {MANIPULATE_TAKE, MANIPULATE_WIELD}
WEAPON_DEF(WPN_DAGGER, 1, 2)
weight 2
cost 2 GOLD_PIECE
rent 1 COPPER_PIECE

SKILL_TRANSFER(SKI_BACKSTAB, 2)
dilcopy abi_restrict@function (ABIL_DEX,10,0,25,"");

extra {}
"This looks like a thieves dream come true. "

extra {"$identify"}
"The stiletto looks magical in nature and seems really sharp.  You can
tell if you wield it you would be able to backstab someone really easy."

extra {"$improved identify"}
"The stiletto gives you a magical bonus of +1 and has a quality of +2.
It also raises your back stabbing skill  by 2%.  You have to have at
least 10% in dex before you can wield this magical weapon."

end

wpn_locker

title "a weapons locker"
names {"weapons locker","weapon locker","locker"}

descr "a small weapons locker hangs on the wall here."
manipulate {MANIPULATE_ENTER}
CONTAINER_DEF(500)
open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}
weight 400
MATERIAL_METAL("A very fine quality steel")

extra {}
"It is an ordinary weapons locker that looks like it holds any illegal
weapons that are taken on the station."

end

pol_plate
names {"polished breast plate","polished plate","breast plate","plate"}
title "a polished breast plate"
descr "A polished breast plate has been left here."
extra {}
"This is one shiny plate it seems to be made out of one perfect piece of
metal.  There doesn't even seem to be any markings of owner ship."

MATERIAL_METAL("A high luster silver colored metal")

manipulate {MANIPULATE_TAKE, MANIPULATE_WEAR_BODY}
ARMOUR_DEF(ARM_PLATE,5,9)
dilcopy abi_restrict@function (ABIL_STR,40,0,25,"");
cost 2 GOLD_PIECE
rent 3 COPPER_PIECE
weight 25

extra {"$identify"}
"This is a high quality plate with a magical feeling."

extra {"$improved identify"}
"The plate has a magical bonus to your defence of a +5 and a quality of
+9.  You need 40% in strength to be able to wear it."
end

liq_ration
names {"red bag", "bag", "wine"}
title "a red bag"
descr "A red bag has been gently placed here."

MATERIAL_ORGANIC("a soft plastic")
manipulate {MANIPULATE_TAKE}

LIQ_WINE(1,2,2,0)
cost 2 IRON_PIECE
extra {}
"A small label reads Tassel Grove's finest.  Year 321"

extra {"$identify"}
"It's the special wine from Tassel grove a small halfling village on the
planet Valhalla.  It seems like a great vintage wine."

end

beef_stick

title "a tough leathery stick"
descr "A tough leathery looking stick is laying here."
names {"tough leathery stick","tough leather stick","leathery stick",
"leather stick","tough stick","stick"}

extra {}
"This has the word BEEF burnt into it."

manipulate {MANIPULATE_TAKE}
FOOD_DEF(5,0)
weight 1
cost 1 COPPER_PIECE
MATERIAL_ORGANIC("tough beef")
end

  maskwa

names {"maskwa platinum ring", "platinum ring","maskwa ring","maskwa","ring"}
title "a Maskwa ring"
descr "A Maskwa platinum ring is laying here."
MATERIAL_METAL("Platinum, and other precious metals")
extra {}
"The ring has a large bear head.  Could this be the legendary head of
Maskwa?  Any thing formed with its head on it is said to strengthen the
wearer."
type ITEM_WORN
manipulate {MANIPULATE_TAKE, MANIPULATE_HOLD, MANIPULATE_WEAR_FINGER}
cost 100 COPPER_PIECE
rent 50 IRON_PIECE
weight 1
STR_TRANSFER(+1)
end

%reset

//Office door reset
door hallway EAST {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}
door office WEST {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}


//secret door reset
door office SOUTH {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED,EX_HIDDEN}
door portal_room   NORTH {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}


load info_board into chamber

load wpn_locker into office
  {
  load w_stiletto
  }

  load bob into office
  {
  equip pol_plate WEAR_BODY
  }

  load janitor into chamber
    {
equip pol_plate WEAR_BODY
}



random 50
  {
  load bldragon into ship
      {
  load maskwa
  }
  }

%end

Color and Formatting Codes

Now that you have a handle on how to build rooms, objects, and NPCs, let’s see how to make text look the way you want it to. You can format and color it. Currently the VME doesn’t support all the ASCII characters but if we get enough people wanting this ability it will be added.

The Escape Character

There are always two parts to a formatting command. The first part we call the escape character which is the & character. Thus all formatting and color commands would look as follows:

&<color or formatting command>

Formatting Codes

As you may have noticed, the string fields on the VME are formatted in an English paragraph style. What that means is all text is formatted with the following rules:

  • All leading blanks are stripped away. For room descriptions three leading spaces are added. This way, we ensure a consistent formatting of the displayed room descriptions.
  • Spaces and blanks (newlines) are contracted to single spaces yielding a correctly ‘wrapped’ text for any sentence.
  • If a ‘.’ is encountered followed by a blank, a total of two spaces are inserted after the ‘.’.

These formatting rules are great for normal descriptions and extras; but, what if you want to make a sign or a map? You don’t always want wrapped text. If the server wrapped your sign it would turn out looking like a jumble of punctuation in the form of a paragraph.

Formatting and Color Codes Summary

CodeDescription
&&Used to make an ampersand & character instead of an escape code
&lText from this point forward will not be formatted by the server. It will be interpreted literally with newlines, spaces, etc. Useful when making a sign or a map
&fText from this point forward will be formatted by the server. This option is the reverse of &l and is default on any section of text
&s<#>Force a single space character (or <#> if specified, may come in handy instead of having to toggle formatting)
&nForce a new line, very handy instead of toggling the &l formatting switch
&hClears the screen if the terminal of the user supports it
&xA file new line used for split so that you can split a file into lines
&c<color>Set the foreground color
&b<color>Set the background color
&[<color>]Set a preset foreground and background color
&{w}Start web-only content block (only shown to web client users)
&{/w}End web-only content block

Formatting Code Descriptions and Examples

&&

If you want a single & you must let the VME know that you don’t want a formatting or a color code. You do this by doubling the & sign. Here are a couple examples:

TextResult
&&&
&&&&&&
&&&&&&&&&

&l

When you want to turn off the formatting you use this formatting code. Everything after the &l will be shown exactly as you put it in the string.

&l
*     *
 *   *
  * *
   *
  * *
 *   *
*     *

&f

The formatted text as we have already said is default. If you want to turn the formatted text back on after some literal text like a sign or a map you just use the &f code. The following is an example of some literal text followed by a short bit of formatted text.

&l
*     *
 *   *
  * *
   *
  * *
 *   *
*     *

&fThe X marks the spot!

&s<#>

If you want to input extra spaces in a sentence without using the &l you can add them one at a time or multiple by using the &s code.

This sentence has 10 spaces&s10before the first word before.

&n

If you want to input some blank lines without using the literal code you can add a &n for each line you want.

This sentence&n&n&n would look like this:


This sentence


would look like this:

&x

The line break is made for use with the DIL language. You will not need it to do regular text formatting. It was added so a DIL could split a string that is loaded from a file. If you don’t understand the following example don’t worry it is explained more in the DIL reference.

mystrlist := split(string, "&x");

&h

On terminals that can handle it the &h will clear the screen. If you wanted a sign that would clear the screen before displaying when a character looked at it would look like this:

&h&l
*     *
 *   *
  * *
   *
  * *
 *   *
*     *

&fThe X marks the spot!

&{w} and &

These codes create web-only content blocks. Text between &{w} and &{/w} is only shown to players using the web client - telnet users will not see it.

This is useful for adding clickable links, images, or other HTML-specific content that wouldn’t work on telnet clients.

extra {}
"A notice board hangs on the wall.
&{w}
<a href='https://example.com/rules'>Click here for guild rules</a>
&{/w}"

Telnet users see only “A notice board hangs on the wall.” while web users also see the clickable link.


Color Code Descriptions and Examples

&c and &b

In order to allow you to change the colors there are two codes. One is for the foreground color (&c) and the other is for the background color (&b). Both support an optional modifier for brightness or variation. They have the forms as follows:

&c<modifier><color>
&b<modifier><color>

It is important to set both the foreground and background color because if a player has their default background color set to blue and you use blue as a foreground color it will make the letters invisible to the player. It is also important to set the colors back to the default color when done. This is done by using the following command:

&[default]

Note: The &[default] command will be described in the next section. It is enough to know for now that it will return the player’s colors to their default colors.

Before we give some color examples we should define the symbols for brightness and the symbols for each color and what they are.

Color Codes

CodeColor
nBlack
rRed
gGreen
yYellow
bBlue
mMagenta
cCyan
wWhite
oOrange
pPink

Modifier

  • + = Bright
  • - = Variation (an alternative shade of the color)
  • No prefix = Normal

Sample Color Codes

CodeDescription
&cb&bwBlue foreground on white background
&c+g&bnBright green foreground on black background
&c+w&brBright white foreground on red background
&c+w&bnBright white foreground on black background
&c-r&bnVariation red foreground on black background

Xterm 256 Color Support

For more precise color control, xterm 256 colors are supported:

CodeDescription
&c#NNNForeground xterm 256 color by number (0-255)
&b#NNNBackground xterm 256 color by number (0-255)
&c[name]Foreground by xterm 256 color name
&b[name]Background by xterm 256 color name

Example: &c#196 or &c[cherrytomato] for bright red foreground.

See the Xterm 256 Color Reference for a complete list of color codes and names.

Note: Players on ANSI terminals that do not support xterm 256 colors will automatically receive the nearest ANSI 16-color equivalent. No special handling is required in zone files.

&[<color>]

As we have said in the previous section, if you’re not careful you can make your text not visible to the player by inadvertently setting the foreground to the same color as the player’s background. To make it easy for you to change how the color looks and even match it with the way players have their colors set already, we created colors that the players can set and you can use. The VME comes with a default list of colors which can be added to by either the color.def or even by a DIL program online. The default colors are as follows:

Color Name
death
default
exit
group
hit_me
hit_opponent
hit_other
immort_descr
immort_title
log
mail
mail_header
miss_me
miss_opponent
miss_other
nodam_me
nodam_opponent
nodam_other
npc_descr
npc_title
obj_descr
obj_title
paging
pc_descr
pc_title
prompt
respond
room_descr
room_title
say_other
say_self
shield_me
shield_opponent
shield_other
shout_other
shout_self
social_other
social_self
spells
tell_group
tell_imm
tell_other
tell_self
time
weather
whisper
who
who_guild
who_inv
who_name
who_title
wiz
xpgain

To use these colors all you have to do is use the following formatting command:

&[color]

The color that will be shown is the color that the player has set for the color in question. If for example the player has his or her ‘death’ color set to bright red with a black background and you have a description as follows:

descr
"This is a &[death]death&[room_descr] room"

The description would be in the player’s ‘room_descr’ color while the word death would be in his or hers ‘death’ color. You should note we had to set the color back to the room description color so that the rest of the description was not in the ‘death’ color.

To change the player’s color to the default output color (which is the color that is used when no color is specified by the server) then you use default. You probably won’t use this in normal zone building but it is very important to know it exists when you start making spells, skills, and commands with DIL.

VMC Command Line Options

The argument string is processed from left to right. Options may appear between filenames, but it should be noted that an option only takes effect when it is encountered. In most cases, options should be placed to the left of the filename arguments.

OptionDescription
-mMake option. Only compile source files if they have been modified more recently than the corresponding output files.
-sSuppress the generation of output files.
-vVerbose compiler output shows much more information about objects and NPCs.
-lTreat warnings as fatal errors.
-pPreprocess the file only, output to stdout.
-qQuiet compile (suppress messages).
-hShow help.
-I<dir>Add directory to search for include files.
-d<path>Specify location of the money file (normally etc/money).

Reserved Keyword Listing

The following keywords are reserved and cannot be used as symbol names:

Keyword
ability
affect
alignment
applyf
armour
attack
bits
bright
capacity
complete
cost
creators
data
default
defensive
descr
difficulty
dilcopy
door
duration
end
equip
exit
exp
extra
firstf
flags
follow
gmap
height
help
hit
id
in
inside_descr
into
key
keyword
lastf
level
lifespan
light
link
load
local
mana
manipulate
max
minv
money
movement
names
nop
notes
offensive
open
outside_descr
position
purge
race
random
remove
rent
reset
romflags
sex
special
speed
spell
string
tickf
time
title
to
type
value
weapon
weather
weight
zonemax

Race Definitions in values.h

The following list was extracted from values.h:

#define RACE_MAMMAL_MIN         0

#define MIN_HUMANOID_PC         0
#define RACE_HUMAN              0      /* PC race */
#define RACE_ELF                1      /* PC race */
#define RACE_DWARF              2      /* PC race */
#define RACE_HALFLING           3      /* PC race */
#define RACE_GNOME              4      /* PC race */
#define RACE_HALF_ORC           5      /* PC race */
#define RACE_HALF_OGRE          6      /* PC race */
#define RACE_HALF_ELF           7      /* PC race */
#define RACE_BROWNIE            8      /* PC race */
#define RACE_GROLL              9      /* PC race */
#define RACE_DARK_ELF          10      /* PC race */
#define RACE_PARNON            11      /* PC race */
#define MAX_HUMANOID_PC        49

#define MIN_HUMANOID_NPC       50
#define RACE_DRACONIAN         51
#define RACE_SKAVEN           120
#define RACE_GNOLL            121
#define RACE_GOBLIN           122
#define RACE_HOBGOBLIN        123
#define RACE_KOBOLD           124
#define RACE_NIXIE            125
#define RACE_NYMPH            126
#define RACE_OGRE             127
#define RACE_ORC              128
#define RACE_SATYR            129
#define RACE_FAUN             130
#define RACE_SPRITE           131
#define RACE_DRYAD            132
#define RACE_LEPRECHAUN       133
#define RACE_PIXIE            134
#define RACE_SYLPH            135
#define RACE_HERMIT           136
#define RACE_SHARGUGH         137
#define RACE_GIANT            138
#define RACE_WARDEN           139
#define RACE_TROLL            140
#define RACE_NORSE_GOD        142
#define RACE_MERMAID          145
#define RACE_SIREN            146
#define RACE_NAIAD            147
#define RACE_MERMAN           148
#define RACE_MINOTAUR         149
#define RACE_YETI             150
#define RACE_KINGRAITH        151
#define RACE_TANNARI          153
#define RACE_GIANT_MOB        155
#define RACE_OTHER_HUMANOID   199
#define MAX_HUMANOID_NPC      199

#define RACE_BEE              221
#define RACE_INSECT           226
#define RACE_MANTIS           227
#define RACE_TRIPHID          231

#define RACE_JELLYFISH        301
#define RACE_MINNOW           401
#define RACE_PIRANHA          402
#define RACE_BARACUDA         403
#define RACE_CROCODILE        503

#define RACE_GOOSE            605
#define RACE_PIGEON           607
#define RACE_PEACOCK          608
#define RACE_OSTRICH          609
#define RACE_SEAGULL          611
#define RACE_SWAN             612
#define RACE_TURKEY           613

#define RACE_BEAVER           704
#define RACE_CHIPMUNK         708
#define RACE_HAMSTER          717
#define RACE_MOLE             722
#define RACE_MOOSE            724
#define RACE_MOUNTAIN_LION    725
#define RACE_RACCOON          729
#define RACE_RHINO            731
#define RACE_SHEEP            733
#define RACE_WALRUS           739
#define RACE_WEASLE           740
#define RACE_WARTHOG          745

#define RACE_TUMBLEWEED       902
#define RACE_PEPPER           904
#define RACE_RASPBERRY        905
#define RACE_CARROT           906
#define RACE_BLUEBERRY        908
#define RACE_LOSKA            920
#define RACE_PUMPKIN          922
#define RACE_BEAN             923
#define RACE_STRAWBERRY       924
#define RACE_POTATO           925
#define RACE_TOMATO           926
#define RACE_CABBAGE          927
#define RACE_LETTUCE          928
#define RACE_WHEAT            929
#define RACE_CORN             930
#define RACE_ACIDPLANT        940
#define RACE_PLANT_GROW       942

#define RACE_BEAR            1000
#define RACE_DOG             1001
#define RACE_WOLF            1002
#define RACE_FOX             1003
#define RACE_CAT             1004
#define RACE_RABBIT          1005
#define RACE_DEER            1006
#define RACE_COW             1007
#define RACE_HARE            1008
#define RACE_GOAT            1009
#define RACE_EAGLE           1010
#define RACE_PIG             1011

#define RACE_DUCK            1100
#define RACE_BIRD            1101
#define RACE_RAT             1102
#define RACE_HORSE           1103
#define RACE_BADGER          1104
#define RACE_SKUNK           1105
#define RACE_BOAR            1106
#define RACE_MOUSE           1107
#define RACE_MONKEY          1108
#define RACE_PORCUPINE       1110
#define RACE_ELEPHANT        1112
#define RACE_CAMEL           1113
#define RACE_FERRET          1114
#define RACE_VULTURE         1115
#define RACE_SQUIRREL        1116
#define RACE_OWL             1117
#define RACE_LEMURE          1118      /* Half-monkey (Makier) */
#define RACE_ELK             1119      /* Larger deer (Whapiti-deer) */
#define RACE_LION            1120
#define RACE_TIGER           1121
#define RACE_LEOPARD         1122
#define RACE_LLAMA           1123
#define RACE_SEAL            1124
#define RACE_CHICKEN         1500
#define RACE_TORTOISE        1900
#define RACE_OTHER_MAMMAL    1999

#define RACE_MAMMAL_MAX      1999

#define RACE_TREE            2000
#define RACE_VINE            2001
#define RACE_FLOWER          2002
#define RACE_SEAWEED         2003
#define RACE_CACTUS          2004
#define RACE_OTHER_PLANT     2999

#define RACE_MAGGOT          3000
#define RACE_BEETLE          3001
#define RACE_SPIDER          3002
#define RACE_COCKROACH       3003
#define RACE_BUTTERFLY       3004
#define RACE_ANT             3005
#define RACE_WORM            3006
#define RACE_LEECH           3008
#define RACE_DRAGONFLY       3009
#define RACE_MOSQUITO        3010
#define RACE_OTHER_INSECT    3999

#define RACE_LIZARD          4000
#define RACE_SNAKE           4001
#define RACE_FROG            4002
#define RACE_ALLIGATOR       4004
#define RACE_DINOSAUR        4005
#define RACE_CHAMELEON       4006
#define RACE_SCORPION        4007
#define RACE_TURTLE          4008
#define RACE_BAT             4009
#define RACE_TOAD            4010
#define RACE_WYVERN          4200
#define RACE_WOLFMAN         4201
#define RACE_OTHER_REPTILE   4999

#define RACE_CAVE_WIGHT      5001
#define RACE_UR_VILE         5002
#define RACE_STONE_RENDER    5003
#define RACE_VAMPIRE         5005
#define RACE_SLIME           5006
#define RACE_WYRM            5007
#define RACE_AUTOMATON       5008
#define RACE_UNICORN         5009

#define RACE_DRAGON_MIN      5010
#define RACE_DRAGON_BLACK    5010
#define RACE_DRAGON_BLUE     5011
#define RACE_DRAGON_GREEN    5012
#define RACE_DRAGON_RED      5013
#define RACE_DRAGON_WHITE    5014
#define RACE_DRAGON_SILVER   5015
#define RACE_DRAGON_TURTLE   5016
#define RACE_DRAGON_LAVA     5017
#define RACE_DRAGON_SHADOW   5018
#define RACE_DRAGON_LIZARD   5019
#define RACE_DRAGON_MAX      5020

#define RACE_LESSER_DEMON    5020      /* Approx. Level < 100 */
#define RACE_GREATER_DEMON   5021      /* Approx. Level > 100 */
#define RACE_SERVANT_DEMON   5022      /* Approx. Level < 20 */
#define RACE_PRINCE_DEMON    5023      /* Almost god, max level 149 */
#define RACE_LESSER_DEVIL    5025      /* Approx. Level < 100 */
#define RACE_GREATER_DEVIL   5026      /* Approx. Level > 100 */
#define RACE_SHADOW_DEVIL    5027
#define RACE_ARCH_DEVIL      5028
#define RACE_DRAGON          5029

#define RACE_MEDUSA          5030
#define RACE_WINGED_HORSE    5031
#define RACE_GARGOYLE        5033
#define RACE_GOLEM           5034
#define RACE_YOGOLOTH        5035
#define RACE_MIST_DWELLER    5036

#define RACE_WEREWOLF        5037
#define RACE_WERERAT         5038
#define RACE_GRIFFON         5039

#define RACE_ELEMENTAL_AIR   5040
#define RACE_ELEMENTAL_EARTH 5041
#define RACE_ELEMENTAL_FIRE  5042
#define RACE_ELEMENTAL_FROST 5043
#define RACE_ELEMENTAL_WATER 5044
#define RACE_ELEMENTAL_LIGHT 5045

#define RACE_MARDAGG         5050
#define RACE_STONE_GUARDIAN  5051
#define RACE_HELLHOUND       5090
#define RACE_OOZE            5091

#define RACE_DEVOURER        5600
#define RACE_DANALEK         5601
#define RACE_SLOTH           5602

#define RACE_FAMILIAR        5900
#define RACE_VALHERU_MOUNT   5910
#define RACE_OTHER_CREATURE  5999

#define RACE_ZOMBIE          6000
#define RACE_LICH            6001
#define RACE_GHOUL           6002
#define RACE_SKELETON        6003
#define RACE_GHOST           6004
#define RACE_SPIRIT          6005
#define RACE_MUMMIE          6006
#define RACE_BANSHEE         6007
#define RACE_NAGA_SOUL       6008
#define RACE_SHADOW_BEAST    6009
#define RACE_DEATH_GHAST     6010
#define RACE_WIZARD          6555
#define RACE_WIZARD_FAMILIAR 6556
#define RACE_WIZARD_GUARDIAN 6557
#define RACE_MUTANT_ABOM     6655
#define RACE_MUTANT_REPTILE  6656
#define RACE_OTHER_UNDEAD    6999

#define RACE_CRAB            7000
#define RACE_SAND_SPIDER     7002
#define RACE_RIVER_LEECH     7003
#define RACE_SAND_CRAWLER    7004
#define RACE_SEA_HORSE       7005
#define RACE_SHARK           7006
#define RACE_LAMPREY         7007
#define RACE_MANTA_RAY       7008
#define RACE_CLIFF_HUGGER    7009
#define RACE_ALGAE_MAN       7010
#define RACE_WHELK           7011
#define RACE_OYSTER          7012
#define RACE_KRAKEN          7013
#define RACE_CAVE_FISHER     7014      /* Lobster/spider breed */
#define RACE_OCTOPUS         7015
#define RACE_WHALE           7016
#define RACE_DOLPHIN         7017
#define RACE_EEL             7018
#define RACE_SQUID           7500
#define RACE_FISH            7998
#define RACE_OTHER_MARINE    7999

#define RACE_DROW            9978
#define RACE_ILLYTHID        9979
#define RACE_MONGRELMAN      9980
#define RACE_DRIDER          9981
#define RACE_ELEMENTALS_REX  9992
#define RACE_VORTEX_REX      9994
#define RACE_DRHEAD_REX      9995
#define RACE_DR_BODY_REX     9996
#define RACE_ELEMENTAL_GENIE 9997

Weapon Definitions in values.h

The following list was extracted from values.h:

#define WPN_BATTLE_AXE    7  /* Two Handed */
#define WPN_HAND_AXE      8
#define WPN_WAR_MATTOCK   9  /* Two Handed */
#define WPN_WAR_HAMMER   10
#define WPN_GREAT_SWORD  11  /* Two Handed */
#define WPN_SCIMITAR     12
#define WPN_KATANA       13
#define WPN_FALCHION     14
#define WPN_KOPESH       15
#define WPN_BROAD_SWORD  16
#define WPN_LONG_SWORD   17
#define WPN_RAPIER       18
#define WPN_SHORT_SWORD  19
#define WPN_DAGGER       20
#define WPN_BATTLE_MACE  21  /* Two Handed */
#define WPN_MACE         22
#define WPN_BATTLE_CLUB  23  /* Two handed */
#define WPN_CLUB         24
#define WPN_MORNING_STAR 25
#define WPN_FLAIL        26
#define WPN_QUARTERSTAFF 27
#define WPN_SPEAR        28
#define WPN_HALBERD      29
#define WPN_BARDICHE     30
#define WPN_SICKLE       31
#define WPN_SCYTHE       32  /* Two handed */
#define WPN_TRIDENT      33
#define WPN_FIST         34
#define WPN_KICK         35
#define WPN_BITE         36
#define WPN_STING        37
#define WPN_CLAW         38
#define WPN_CRUSH        39
#define WPN_WHIP         40
#define WPN_WAKIZASHI    41
#define WPN_BOW          42
#define WPN_CROSSBOW     43
#define WPN_SLING        44
#define WPN_FIGHTING_STAFF 45 /* Two handed */
#define WPN_SABER        46
#define WPN_CUTLASS      47
#define WPN_MACHETE      48
#define WPN_LANCE        49
#define WPN_SHOCK_LANCE  50
#define WPN_PIKE         51
#define WPN_GREAT_AXE    52
#define WPN_BATTLE_SWORD 53
#define WPN_WAR_MAUL     54
#define WPN_KNEE         55  /* Natural attack */
#define WPN_ELBOW        56  /* Natural attack */
#define WPN_MANA_BLADE   57
#define WPN_KUSARIGAMA   58
#define WPN_URUMI        59

/* Sized natural attacks - for NPC monster scaling */
#define WPN_KICK_TINY    60
#define WPN_KICK_MEDIUM  61
#define WPN_KICK_LARGE   62
#define WPN_KICK_HUGE    63
#define WPN_BITE_TINY    64
#define WPN_BITE_MEDIUM  65
#define WPN_BITE_LARGE   66
#define WPN_BITE_HUGE    67
#define WPN_STING_TINY   68
#define WPN_STING_MEDIUM 69
#define WPN_STING_LARGE  70
#define WPN_STING_HUGE   71
#define WPN_CLAW_TINY    72
#define WPN_CLAW_MEDIUM  73
#define WPN_CLAW_LARGE   74
#define WPN_CLAW_HUGE    75
#define WPN_CRUSH_TINY   76
#define WPN_CRUSH_MEDIUM 77
#define WPN_CRUSH_LARGE  78
#define WPN_CRUSH_HUGE   79

Liquid Macros File

The following liquid macros are available:

#define LIQ_WATER(WEIGHT,CAPACITY,INSIDE,POISON) \
LIQ_DEF("clear", WEIGHT,CAPACITY,INSIDE,10,1,0,POISON)

#define LIQ_BEER(WEIGHT,CAPACITY,INSIDE,POISON) \
LIQ_DEF("brown", WEIGHT,CAPACITY,INSIDE,5,2,3,POISON)

#define LIQ_WINE(WEIGHT,CAPACITY,INSIDE,POISON) \
LIQ_DEF("clear", WEIGHT,CAPACITY,INSIDE,5,2,5,POISON)

#define LIQ_ALE(WEIGHT,CAPACITY,INSIDE,POISON) \
LIQ_DEF("brown", WEIGHT,CAPACITY,INSIDE,5,2,2,POISON)

#define LIQ_DARK_ALE(WEIGHT,CAPACITY,INSIDE,POISON) \
LIQ_DEF("dark brown", WEIGHT,CAPACITY,INSIDE,5,2,1,POISON)

#define LIQ_WHISKEY(WEIGHT,CAPACITY,INSIDE,POISON) \
LIQ_DEF("golden",WEIGHT ,CAPACITY,INSIDE,4,1,6,POISON)

#define LIQ_WISKEY(WEIGHT,CAPACITY,INSIDE,POISON) \
LIQ_DEF("golden",WEIGHT ,CAPACITY,INSIDE,4,1,6,POISON)

#define LIQ_WHISKY(WEIGHT,CAPACITY,INSIDE,POISON) \
LIQ_DEF("golden",WEIGHT ,CAPACITY,INSIDE,4,1,6,POISON)

#define LIQ_LEMONADE(WEIGHT,CAPACITY,INSIDE,POISON) \
LIQ_DEF("red", WEIGHT, CAPACITY, INSIDE, 8, 1, 0,POISON)

#define LIQ_FIREBRT(WEIGHT,CAPACITY,INSIDE,POISON) \
LIQ_DEF("green", WEIGHT,CAPACITY,INSIDE,0,0,10,POISON)

#define LIQ_LOCALSPC(WEIGHT,CAPACITY,INSIDE,POISON) \
LIQ_DEF("clear", WEIGHT, CAPACITY, INSIDE, 3, 3, 3,POISON)

#define LIQ_SLIME(WEIGHT,CAPACITY,INSIDE,POISON) \
LIQ_DEF("light green", WEIGHT,CAPACITY,INSIDE,8,4,0,POISON)

#define LIQ_MILK(WEIGHT,CAPACITY,INSIDE,POISON) \
LIQ_DEF("white", WEIGHT, CAPACITY, INSIDE, 6, 3, 0,POISON)

#define LIQ_TEA(WEIGHT,CAPACITY,INSIDE,POISON) \
LIQ_DEF("brown", WEIGHT, CAPACITY, INSIDE, 6, 1, 0,POISON)

#define LIQ_COFFEE(WEIGHT,CAPACITY,INSIDE,POISON) \
LIQ_DEF("black", WEIGHT, CAPACITY, INSIDE, 6, 1, 0,POISON)

#define LIQ_COFFE(WEIGHT,CAPACITY,INSIDE,POISON) \
LIQ_DEF("black", WEIGHT, CAPACITY, INSIDE, 6, 1, 0,POISON)

#define LIQ_BLOOD(WEIGHT,CAPACITY,INSIDE,POISON) \
LIQ_DEF("red", WEIGHT, CAPACITY, INSIDE, -1, 2, 0, POISON)

#define LIQ_SALTWAT(WEIGHT,CAPACITY,INSIDE,POISON) \
LIQ_DEF("clear", WEIGHT, CAPACITY, INSIDE, 2, 1, 0, POISON)

#define LIQ_COKE(WEIGHT,CAPACITY,INSIDE,POISON) \
LIQ_DEF("black", WEIGHT, CAPACITY, INSIDE, 5, 1, 0,POISON)

#define LIQ_VODKA(WEIGHT,CAPACITY,INSIDE,POISON) \
LIQ_DEF("clear", WEIGHT,CAPACITY,INSIDE,0,0,10,POISON)

#define LIQ_BRANDY(WEIGHT,CAPACITY,INSIDE,POISON) \
LIQ_DEF("golden", WEIGHT,CAPACITY,INSIDE,4,1,6,POISON)

Complete Magical Transfers Macros Listing

This listing of macros was taken from wmacros.h. When building your objects you should check the macros file to make sure you have the most up to date macros.

#define CHAR_FLAG_TRANSFER(_MFLAGS) \
flags {UNIT_FL_MAGIC}       \
affect                            \
   id ID_TRANSFER_CHARFLAGS       \
   duration -1                    \
   data[0] _MFLAGS                \
   firstf TIF_EYES_TINGLE         \
   tickf TIF_NONE                 \
   lastf TIF_EYES_TINGLE          \
   applyf APF_MOD_CHAR_FLAGS;

/* skill MUST be one of SKI_XXX, amount in -10 to +10 */
#define SKILL_TRANSFER(skill, amount) \
flags {UNIT_FL_MAGIC}        \
affect                       \
   id ID_SKILL_TRANSFER      \
   duration -1               \
   data[0] skill             \
   data[1] amount            \
   firstf  TIF_SKI_INC       \
   tickf   TIF_NONE          \
   lastf   TIF_SKI_DEC       \
   applyf  APF_SKILL_ADJ;

/* weapon MUST be one of WPN_XXX, amount in -10 to +10 */
#define WEAPON_TRANSFER(weapon, amount) \
flags {UNIT_FL_MAGIC}        \
affect                       \
   id ID_WEAPON_TRANSFER     \
   duration -1               \
   data[0] weapon            \
   data[1] amount            \
   firstf  TIF_WPN_INC       \
   tickf   TIF_NONE          \
   lastf   TIF_WPN_DEC       \
   applyf  APF_WEAPON_ADJ;

/* spell MUST be one of SPL_XXX, amount in -10 to +10 */
#define SPELL_TRANSFER(spell, amount) \
flags {UNIT_FL_MAGIC}        \
affect                       \
   id ID_SPELL_TRANSFER      \
   duration -1               /* Must be permanent in the object */  \
   data[0] spell             /* It is a spell SPL_XXX transfer  */  \
   data[1] amount            /* Amount of better spell skill    */  \
   firstf  TIF_SPL_INC       \
   tickf   TIF_NONE          \
   lastf   TIF_SPL_DEC       \
   applyf  APF_SPELL_ADJ;

#define STR_TRANSFER(amount) \
flags {UNIT_FL_MAGIC}       \
affect                       \
   id ID_TRANSFER_STR        \
   duration -1                /* Must be permanent in the object */  \
   data[0] ABIL_STR           /* It is a strength function       */  \
   data[1] amount             /* Amount of better strength       */  \
   firstf  TIF_STR_INC       \
   tickf   TIF_NONE          \
   lastf   TIF_STR_DEC       \
   applyf  APF_ABILITY;

#define DEX_TRANSFER(amount) \
flags {UNIT_FL_MAGIC}       \
affect                       \
   id ID_TRANSFER_DEX        \
   duration -1                 /* Must be permanent in the object */  \
   data[0] ABIL_DEX            /* It is a dex function            */  \
   data[1] amount              /* Amount of better dex            */  \
   firstf  TIF_DEX_INC       \
   tickf   TIF_NONE          \
   lastf   TIF_DEX_DEC       \
   applyf  APF_ABILITY;

#define CON_TRANSFER(amount) \
flags {UNIT_FL_MAGIC}       \
affect                       \
   id ID_TRANSFER_CON        \
   duration -1                 /* Must be permanent in the object */  \
   data[0] ABIL_CON            /* It is a con function            */  \
   data[1] amount              /* Amount of better con            */  \
   firstf  TIF_CON_INC       \
   tickf   TIF_NONE          \
   lastf   TIF_CON_DEC       \
   applyf  APF_ABILITY;

#define CHA_TRANSFER(amount) \
flags {UNIT_FL_MAGIC}        \
affect                       \
   id ID_TRANSFER_CHA        \
   duration -1                 /* Must be permanent in the object */  \
   data[0] ABIL_CHA            /* It is a cha function            */  \
   data[1] amount              /* Amount of better cha            */  \
   firstf  TIF_CHA_INC       \
   tickf   TIF_NONE          \
   lastf   TIF_CHA_DEC       \
   applyf  APF_ABILITY;

#define BRA_TRANSFER(amount) \
flags {UNIT_FL_MAGIC}       \
affect                       \
   id ID_TRANSFER_BRA        \
   duration -1                 /* Must be permanent in the object */  \
   data[0] ABIL_BRA            /* It is a bra function            */  \
   data[1] amount              /* Amount of better bra            */  \
   firstf  TIF_BRA_INC       \
   tickf   TIF_NONE          \
   lastf   TIF_BRA_DEC       \
   applyf  APF_ABILITY;


#define MAG_TRANSFER(amount) \
flags {UNIT_FL_MAGIC}       \
affect                       \
   id ID_TRANSFER_MAG        \
   duration -1                 /* Must be permanent in the object */  \
   data[0] ABIL_MAG            /* It is a mag function            */  \
   data[1] amount              /* Amount of better mag            */  \
   firstf  TIF_MAG_INC       \
   tickf   TIF_NONE          \
   lastf   TIF_MAG_DEC       \
   applyf  APF_ABILITY;


#define DIV_TRANSFER(amount) \
flags {UNIT_FL_MAGIC}       \
affect                       \
   id ID_TRANSFER_DIV        \
   duration -1                 /* Must be permanent in the object */  \
   data[0] ABIL_DIV            /* It is a div function            */  \
   data[1] amount              /* Amount of better div            */  \
   firstf  TIF_DIV_INC       \
   tickf   TIF_NONE          \
   lastf   TIF_DIV_DEC       \
   applyf  APF_ABILITY;

#define HIT_TRANSFER(amount) \
flags {UNIT_FL_MAGIC}       \
affect                       \
   id ID_TRANSFER_HPP        \
   duration -1                /* Must be permanent in the object */  \
   data[0] ABIL_HP            /* It is a hit point function       */  \
   data[1] amount             /* Amount of better strength       */  \
   firstf  TIF_HIT_INC       \
   tickf   TIF_NONE          \
   lastf   TIF_HIT_DEC       \
   applyf  APF_ABILITY;

#define SPEED_TRANSFER(delta_speed) \
flags {UNIT_FL_MAGIC}       \
affect                       \
   id ID_TRANSFER_SPEED      \
   duration -1                /* Must be permanent in the object */  \
   data[0] delta_speed       \
   firstf  TIF_SPEED_BETTER  \
   tickf   TIF_NONE          \
   lastf   TIF_SPEED_WORSE   \
   applyf  APF_SPEED;

#define SLOW_TRANSFER(delta_speed) \
flags {UNIT_FL_MAGIC}         \
affect                        \
   id ID_TRANSFER_SPEED       \
   duration -1                \
   data[0] delta_speed        \
   firstf  TIF_SPEED_WORSE    \
   tickf   TIF_NONE           \
   lastf   TIF_SPEED_BETTER   \
   applyf  APF_SPEED;

Skill Definitions in values.h

The following list was extracted from values.h:

#define SKI_TURN_UNDEAD        0
#define SKI_SCROLL_USE         1
#define SKI_WAND_USE           2
#define SKI_CONSIDER           3
#define SKI_DIAGNOSTICS        4
#define SKI_APPRAISAL          5
#define SKI_VENTRILOQUATE      6
#define SKI_WEATHER_WATCH      7
#define SKI_FLEE               8
#define SKI_SNEAK              9
#define SKI_BACKSTAB          10
#define SKI_HIDE              11
#define SKI_FIRST_AID         12
#define SKI_PICK_LOCK         13
#define SKI_STEAL             14
#define SKI_RESCUE            15
#define SKI_SEARCH            16
#define SKI_LEADERSHIP        17
#define SKI_KICK              18
#define SKI_SWIMMING          19
#define SKI_BASH              20
#define SKI_CLIMB             21
#define SKI_SHIELD            22
#define SKI_TRIP              23
#define SKI_DUAL_WIELD        24
#define SKI_CUFF              25
#define SKI_RESIZE_CLOTHES    26
#define SKI_RESIZE_LEATHER    27
#define SKI_RESIZE_METAL      28
#define SKI_EVALUATE          29 /* Fake skill to simulate combinations */
#define SKI_PEEK              30
#define SKI_PICK_POCKETS      31
#define SKI_FILCH             32
#define SKI_DISARM            33
#define SKI_SKIN              34
#define SKI_RUNEREAD          35
#define SKI_SCOUT             36
#define SKI_MEDITATE          37
#define SKI_DODGE             38
#define SKI_PERCEPTION        39
#define SKI_INFUSE            40
#define SKI_TRANCE            41
#define SKI_SENSE_ESSENCE     42
#define SKI_BEACONS           43
#define SKI_HARVEST           44
#define SKI_HERBS             45
#define SKI_ALCHEMY           46
#define SKI_PLANT             47
#define SKI_BUTCHER           48
#define SKI_LAY_TRAP          49
#define SKI_SHOOT             50
#define SKI_NOT_USED1         51
#define SKI_FORAGE            52
#define SKI_DOWSE             53
#define SKI_TRACK             54
#define SKI_HUNT              55
#define SKI_THROW             56
#define SKI_COOK              57
#define SKI_SCAN              58
#define SKI_SLIP              59
#define SKI_PALM              60
#define SKI_NOT_USED2         61
#define SKI_KNEE              62
#define SKI_ELBOW             64
#define SKI_HIT               65
#define SKI_PUNCH             66
#define SKI_GLANCE            67

// Language skills (must match RACE_XXX order)
#define SKI_LNG_HUMAN         68
#define SKI_LNG_ELF           69
#define SKI_LNG_DWARF         70
#define SKI_LNG_HALFLING      71
#define SKI_LNG_GNOME         72
#define SKI_LNG_ORC           73
#define SKI_LNG_OGRE          74
#define SKI_LNG_HALF_ELF      75
#define SKI_LNG_BROWNIE       76
#define SKI_LNG_GROLL         77
#define SKI_LNG_DARK_ELF      78
#define SKI_LNG_PARNON        79

#define SKI_SHELTER           80

// Armor proficiency skills
#define SKI_ARM_LEATHER       81
#define SKI_ARM_HLEATHER      82
#define SKI_ARM_CHAIN         83
#define SKI_ARM_PLATE         84

#define LAST_SKILL            84

Spell Definitions in values.h

The following list was extracted from values.h:

#define SPL_CALL_LIGHTNING    12  /* Cell Group  */
#define SPL_BLESS             13  /* D I V I N E */
#define SPL_CURSE             14
#define SPL_REMOVE_CURSE      15
#define SPL_CURE_WOUNDS_1     16
#define SPL_CURE_WOUNDS_2     17
#define SPL_CURE_WOUNDS_3     18
#define SPL_CAUSE_WOUNDS_1    19
#define SPL_CAUSE_WOUNDS_2    20
#define SPL_CAUSE_WOUNDS_3    21
#define SPL_DISPEL_EVIL       22
#define SPL_REPEL_UNDEAD_1    23
#define SPL_REPEL_UNDEAD_2    24
#define SPL_BLIND             25
#define SPL_CURE_BLIND        26
#define SPL_LOCATE_OBJECT     27
#define SPL_LOCATE_CHAR       28

#define SPL_RAISE_MAG         29  /* P R O T E C T I O N */
#define SPL_RAISE_DIV         30
#define SPL_RAISE_STR         31
#define SPL_RAISE_DEX         32
#define SPL_RAISE_CON         33
#define SPL_RAISE_CHA         34
#define SPL_RAISE_BRA         35
#define SPL_SUN_RAY           36
#define SPL_DIVINE_RESIST     37
#define SPL_QUICKEN           38
#define SPL_HASTE             39
#define SPL_RAISE_SUMMONING   40
#define SPL_AWAKEN            41
#define SPL_MIND_SHIELD       42
#define SPL_HEAT_RESI         43
#define SPL_COLD_RESI         44
#define SPL_ELECTRICITY_RESI  45
#define SPL_POISON_RESI       46
#define SPL_ACID_RESI         47
#define SPL_PRO_EVIL          48
#define SPL_SANCTUARY         49
#define SPL_DISPEL_MAGIC      50
#define SPL_SUSTAIN           51
#define SPL_LOCK              52
#define SPL_UNLOCK            53
#define SPL_DROWSE            54
#define SPL_SLOW              55
#define SPL_DUST_DEVIL        56
#define SPL_DET_ALIGN         57  /* D E T E C T I O N */
#define SPL_DET_INVISIBLE     58
#define SPL_DET_MAGIC         59
#define SPL_DET_POISON        60
#define SPL_DET_UNDEAD        61
#define SPL_DET_CURSE         62
#define SPL_SENSE_LIFE        63
#define SPL_IDENTIFY_1        64
#define SPL_IDENTIFY_2        65

#define SPL_RANDOM_TELEPORT   66  /* S U M M O N I N G */
#define SPL_CLEAR_SKIES       67
#define SPL_STORM_CALL        68
#define SPL_WORD_OF_RECALL    69
#define SPL_CONTROL_TELEPORT  70
#define SPL_MINOR_GATE        71
#define SPL_GATE              72
#define SPL_CREATE_FOOD       73  /* C R E A T I O N */
#define SPL_CREATE_WATER      74
#define SPL_LIGHT_1           75
#define SPL_LIGHT_2           76
#define SPL_DARKNESS_1        77
#define SPL_DARKNESS_2        78
#define SPL_STUN              79
#define SPL_HOLD              80
#define SPL_ANIMATE_DEAD      81
#define SPL_LEATHER_SKIN      82
#define SPL_BARK_SKIN         83
#define SPL_CONTROL_UNDEAD    84
#define SPL_BONE_SKIN         85
#define SPL_STONE_SKIN        86
#define SPL_AID               87
#define SPL_COLOURSPRAY_1     88  /* M I N D */
#define SPL_COLOURSPRAY_2     89
#define SPL_COLOURSPRAY_3     90
#define SPL_INVISIBILITY      91
#define SPL_WIZARD_EYE        92
#define SPL_FEAR              93
#define SPL_CONFUSION         94
#define SPL_SLEEP             95
#define SPL_XRAY_VISION       96
#define SPL_CALM              97
#define SPL_SUMMER_RAIN       98
#define SPL_COMMAND           99
#define SPL_LEAVING          100

#define SPL_FIREBALL_1       101  /* H E A T */
#define SPL_FIREBALL_2       102
#define SPL_FIREBALL_3       103

#define SPL_FROSTBALL_1      104  /* C O L D */
#define SPL_FROSTBALL_2      105
#define SPL_FROSTBALL_3      106

#define SPL_LIGHTNING_1      107  /* C E L L */
#define SPL_LIGHTNING_2      108
#define SPL_LIGHTNING_3      109

#define SPL_STINKING_CLOUD_1 110  /* I N T E R N A L */
#define SPL_STINKING_CLOUD_2 111
#define SPL_STINKING_CLOUD_3 112
#define SPL_POISON           113
#define SPL_REMOVE_POISON    114
#define SPL_ENERGY_DRAIN     115
#define SPL_DISEASE_1        116
#define SPL_DISEASE_2        117
#define SPL_REM_DISEASE      118

#define SPL_ACIDBALL_1       119  /* E X T E R N A L */
#define SPL_ACIDBALL_2       120
#define SPL_ACIDBALL_3       121

#define SPL_MANA_BOOST       122

#define SPL_FIND_PATH        123  /* Divine   */
#define SPL_DISPEL_GOOD      124
#define SPL_PRO_GOOD         125
#define SPL_TRANSPORT        126

#define SPL_FIRE_BREATH      127
#define SPL_FROST_BREATH     128
#define SPL_LIGHTNING_BREATH 129
#define SPL_ACID_BREATH      130
#define SPL_GAS_BREATH       131
#define SPL_LIGHT_BREATH     132
#define SPL_HOLD_MONSTER     133
#define SPL_HOLD_UNDEAD      134
#define SPL_RAISE_DEAD       135
#define SPL_RESURRECTION     136
#define SPL_TOTAL_RECALL     137
#define SPL_UNDEAD_DOOR      138
#define SPL_LIFE_PROTECTION  139

#define SPL_ENERGY_BOLT      140
#define SPL_CLENCHED_FIST    141
#define SPL_METEOR_SHOWER    142
#define SPL_SUN_BEAM         143
#define SPL_SOLAR_FLARE      144

#define SPL_SUMMON_DEVIL     145
#define SPL_SUMMON_DEMON     146
#define SPL_SUMMON_FIRE      147
#define SPL_SUMMON_WATER     148
#define SPL_SUMMON_AIR       149
#define SPL_SUMMON_EARTH     150

#define SPL_CHARGE_WAND      151
#define SPL_CHARGE_STAFF     152
#define SPL_MENDING          153
#define SPL_REPAIR           154
#define SPL_RECONSTRUCT      155
#define SPL_SENDING          156
#define SPL_REFIT            157
#define SPL_FIND_WANTED      158
#define SPL_LOCATE_WANTED    159
#define SPL_STORM_GATE       160
#define SPL_SUN_GLOBE        161
#define SPL_MAGIC_CANDLE     162
#define SPL_SONIC_BREATH     163
#define SPL_SHARD_BREATH     164
#define SPL_CONE_SHARD       165
#define SPL_SACRED           166

#define SPL_CLOSE_WOUNDS      167
#define SPL_OPEN_WOUNDS       168
#define SPL_TOUGH_SKIN        169
#define SPL_NOTOX             170
#define SPL_ADVAID            171
#define SPL_DET_CORPSE        172
#define SPL_FESTER            173
#define SPL_INSOMNIA          174
#define SPL_RESTLESS          175
#define SPL_POISON_2          176
#define SPL_SUMMER_SHOWER     177
#define SPL_CHAIN_LIGHT       178
#define SPL_DIM_DOOR          179
#define SPL_SEC_SHELTER       180
#define SPL_FAITH_HOUND       181
#define SPL_ANIM_OBJECT       182
#define SPL_TIME_STOP         183
#define SPL_CAUSE_INSTABILITY 184
#define SPL_CAUSE_FLIGHT      185
#define SPL_SLOW_ROT          186
#define SPL_HAMMER_HAND       187
#define SPL_CAUSE_PANIC       188
#define SPL_BANISH            189
#define SPL_HOLD_FLIGHT       190
#define SPL_BLINDING_FLASH    191
#define SPL_BLIZZARD          192
#define SPL_GODLY_STR         193
#define SPL_GODLY_DEX         194
#define SPL_GODLY_MAG         195
#define SPL_GODLY_DIV         196
#define SPL_MAGIC_MISSILES    197
#define SPL_PRODUCE_WEAPON    198
#define SPL_CALL_ANIMAL       199
#define SPL_SENSE_MAGIC       200
#define SPL_RAISE_HPP         201
#define SPL_LOWER_MAG         202
#define SPL_LOWER_DIV         203
#define SPL_LOWER_STR         204
#define SPL_LOWER_DEX         205
#define SPL_LOWER_CON         206
#define SPL_LOWER_CHA         207
#define SPL_LOWER_BRA         208
#define SPL_LOWER_HPP         209
#define SPL_REGENERATION      210
#define SPL_HOLY_WORD         211
#define SPL_UNHOLY_WORD       212
#define SPL_EAGLE_EYE         213
#define SPL_REVEAL            214
#define SPL_WPN_BLESS         215
#define SPL_FIRE_ENHANCE      216
#define SPL_LIGHT_ENHANCE     217
#define SPL_MUTE              218
#define SPL_INSIGHT           219
#define SPL_STALWARTNESS      220
#define SPL_REGAIN            221
#define SPL_CRIPPLE           222
#define SPL_GRP_BLESS         223
#define SPL_GRP_HASTE         224
#define SPL_ACID_RAIN         225
#define SPL_HOLY_LIGHT1       226
#define SPL_HOLY_LIGHT2       227
#define SPL_HOLY_LIGHT3       228
#define SPL_SUMMON_WARG       229

#define SPL_ABSORB_ENERGY     230 /* Original Catalyst spells */
#define SPL_ESSENCE_DISCOUNT  231
#define SPL_SOBERNESS         232
#define SPL_FREE_ACTION       233
#define SPL_TRANSFORM_GEM     234
#define SPL_MANA_TAP_1        235
#define SPL_MANA_TAP_2        236
#define SPL_MANA_TAP_3        237
#define SPL_MANA_SHIELD_1     238
#define SPL_MANA_SHIELD_2     239
#define SPL_MANA_SHIELD_3     240
#define SPL_MANA_PROXY        241
#define SPL_MANA_BLADE        242
#define SPL_SPELL_TURNING     243
#define SPL_BLISS             244
#define SPL_MANA_BURN         245
#define SPL_MANA_FLOW_1       246
#define SPL_MANA_FLOW_2       247
#define SPL_MANA_FLOW_3       248
#define SPL_MANA_SPILL        249
#define SPL_IGNORE_MAGIC      250
#define SPL_MANA_IMPLOSION    251
#define SPL_MANA_EXPLOSION    252
#define SPL_DEATH_BOLT        253

#define SPL_BLAZE             254 /* Wardens of Elements spells */
#define SPL_COMBUSTION        255
#define SPL_INCINERATION      256
#define SPL_FIRE_SHIELD       257
#define SPL_INFERNO           258
#define SPL_CONFLAGRATION     259
#define SPL_SEARING_MISSILES  260
#define SPL_CONGEAL           261
#define SPL_STIFFEN           262
#define SPL_GLACIATE          263
#define SPL_FLASH_FREEZE      264
#define SPL_DEEP_FREEZE       265
#define SPL_ICE_SHIELD        266
#define SPL_BENUMB            267
#define SPL_TINED_LIGHTNING   268
#define SPL_SPLIT_LIGHTNING   269
#define SPL_FORKED_LIGHTNING  270
#define SPL_SHOCK             271
#define SPL_FULMINATION       272
#define SPL_LIGHTNING_SHIELD  273
#define SPL_BALL_LIGHTNING    274
#define SPL_SOLAR_WIND        275
#define SPL_SOLAR_GUST        276
#define SPL_SOLAR_STORM       277
#define SPL_CORONAL_FIRE      278
#define SPL_HEX_HELIOS        279
#define SPL_FIST_RA           280
#define SPL_SUNNAS_GRACE      281
#define SPL_SUNNAS_SALVATION  282
#define SPL_LUNAR_COIL        283
#define SPL_LUNAR_BLAST       284
#define SPL_LUNAR_BURST       285
#define SPL_TWI_FLASH         286
#define SPL_EVENTIDE          287
#define SPL_NIGHTMARE         288
#define SPL_THOTHS_FURY       289

#define SPL_MANA_BEACON       290
#define SPL_PURSUE_BEACON     291
#define SPL_MANA_FRUIT        292
#define SPL_CAT_CON           293
#define SPL_CAT_BRA           294
#define SPL_MANA_PROJECTION   295
#define SPL_MIMIC_SPELL       296
#define SPL_MANA_JOLT         297
#define SPL_RESUSCITATE       298
#define SPL_GROUP_RES         299
#define SPL_GROUP_RESUS       300
#define SPL_GROUP_RDEAD       301
#define SPL_GROUP_TELEPORT    302
#define SPL_GROUP_SANC        303
#define SPL_GROUP_INVIS       304
#define SPL_MANA_TRACE        305
#define SPL_PROJECTION        306
#define SPL_DROUGHT           307
#define SPL_FAMINE            308
#define SPL_GROUP_FLOW        309

#define LAST_SPELL            309

Xterm 256 Color Reference

Xterm 256 colors can be used by number with &c#NNN for foreground or &b#NNN for background, where NNN is a number from 0-255. They can also be used by name with &c[name] or &b[name].

CodeNameRGBForegroundBackground
000black0, 0, 0Sample TextSample Text
001red128, 0, 0Sample TextSample Text
002green0, 128, 0Sample TextSample Text
003yellow128, 128, 0Sample TextSample Text
004blue0, 0, 128Sample TextSample Text
005magenta128, 0, 128Sample TextSample Text
006cyan0, 128, 128Sample TextSample Text
007white192, 192, 192Sample TextSample Text
008brightblack128, 128, 128Sample TextSample Text
009brightred255, 0, 0Sample TextSample Text
010brightgreen0, 255, 0Sample TextSample Text
011brightyellow255, 255, 0Sample TextSample Text
012brightblue0, 0, 255Sample TextSample Text
013brightmagenta255, 0, 255Sample TextSample Text
014brightcyan0, 255, 255Sample TextSample Text
015brightwhite255, 255, 255Sample TextSample Text
016blackonyx0, 0, 0Sample TextSample Text
017navy0, 0, 95Sample TextSample Text
018blueberry0, 0, 135Sample TextSample Text
019cobalt0, 0, 175Sample TextSample Text
020azure0, 0, 215Sample TextSample Text
021ultramarine0, 0, 255Sample TextSample Text
022treetop0, 95, 0Sample TextSample Text
023tealgreen0, 95, 95Sample TextSample Text
024bluesapphire0, 95, 135Sample TextSample Text
025strongblue0, 95, 175Sample TextSample Text
026nebulasblue0, 95, 215Sample TextSample Text
027palaceblue0, 95, 255Sample TextSample Text
028rangergreen0, 135, 0Sample TextSample Text
029golfgreen0, 135, 95Sample TextSample Text
030tropicalgreen0, 135, 135Sample TextSample Text
031vividblue0, 135, 175Sample TextSample Text
032blithe0, 135, 215Sample TextSample Text
033marina0, 135, 255Sample TextSample Text
034classicgreen0, 175, 0Sample TextSample Text
035islandgreen0, 175, 95Sample TextSample Text
036gumdropgreen0, 175, 135Sample TextSample Text
037ceramicblue0, 175, 175Sample TextSample Text
038aquarius0, 175, 215Sample TextSample Text
039alaskanblue0, 175, 255Sample TextSample Text
040shamrock0, 215, 0Sample TextSample Text
041emerald0, 215, 95Sample TextSample Text
042irishgreen0, 215, 135Sample TextSample Text
043biscaygreen0, 215, 175Sample TextSample Text
044cockatoo0, 215, 215Sample TextSample Text
045bachelorbutton0, 215, 255Sample TextSample Text
046acidgreen0, 255, 0Sample TextSample Text
047lawngreen0, 255, 95Sample TextSample Text
048jade0, 255, 135Sample TextSample Text
049aquamarine0, 255, 175Sample TextSample Text
050turquoise0, 255, 215Sample TextSample Text
051electriccyan0, 255, 255Sample TextSample Text
052sundriedtomato95, 0, 0Sample TextSample Text
053grapejuice95, 0, 95Sample TextSample Text
054prismviolet95, 0, 135Sample TextSample Text
055royalpurple95, 0, 175Sample TextSample Text
056indigo95, 0, 215Sample TextSample Text
057blueviolet95, 0, 255Sample TextSample Text
058avocado95, 95, 0Sample TextSample Text
059gunmetal95, 95, 95Sample TextSample Text
060twilightpurple95, 95, 135Sample TextSample Text
061blueiris95, 95, 175Sample TextSample Text
062bajablue95, 95, 215Sample TextSample Text
063provincialblue95, 95, 255Sample TextSample Text
064woodgreen95, 135, 0Sample TextSample Text
065englishivy95, 135, 95Sample TextSample Text
066oilblue95, 135, 135Sample TextSample Text
067lichenblue95, 135, 175Sample TextSample Text
068provence95, 135, 215Sample TextSample Text
069cornflowerblue95, 135, 255Sample TextSample Text
070greenery95, 175, 0Sample TextSample Text
071poisongreen95, 175, 95Sample TextSample Text
072jadecream95, 175, 135Sample TextSample Text
073blueturquoise95, 175, 175Sample TextSample Text
074bluegrotto95, 175, 215Sample TextSample Text
075babyblue95, 175, 255Sample TextSample Text
076jasminegreen95, 215, 0Sample TextSample Text
077budgreen95, 215, 95Sample TextSample Text
078springbouquet95, 215, 135Sample TextSample Text
079springgreen95, 215, 175Sample TextSample Text
080blueradiance95, 215, 215Sample TextSample Text
081topaz95, 215, 255Sample TextSample Text
082lime95, 255, 0Sample TextSample Text
083electricgreen95, 255, 95Sample TextSample Text
084seafoam95, 255, 135Sample TextSample Text
085mintgreen95, 255, 175Sample TextSample Text
086icegreen95, 255, 215Sample TextSample Text
087tanagerturquoise95, 255, 255Sample TextSample Text
088reddahlia135, 0, 0Sample TextSample Text
089hollyhock135, 0, 95Sample TextSample Text
090sparklinggrape135, 0, 135Sample TextSample Text
091amaranthpurple135, 0, 175Sample TextSample Text
092darkviolet135, 0, 215Sample TextSample Text
093purple135, 0, 255Sample TextSample Text
094tapenade135, 95, 0Sample TextSample Text
095rosetaupe135, 95, 95Sample TextSample Text
096chineseviolet135, 95, 135Sample TextSample Text
097chiveblossom135, 95, 175Sample TextSample Text
098dahliapurple135, 95, 215Sample TextSample Text
099africanviolet135, 95, 255Sample TextSample Text
100goldenlime135, 135, 0Sample TextSample Text
101mosstone135, 135, 95Sample TextSample Text
102sharkskin135, 135, 135Sample TextSample Text
103persianviolet135, 135, 175Sample TextSample Text
104jacaranda135, 135, 215Sample TextSample Text
105grapemist135, 135, 255Sample TextSample Text
106macawgreen135, 175, 0Sample TextSample Text
107kiwi135, 175, 95Sample TextSample Text
108peapod135, 175, 135Sample TextSample Text
109aquifer135, 175, 175Sample TextSample Text
110placidblue135, 175, 215Sample TextSample Text
111bluebell135, 175, 255Sample TextSample Text
112limegreen135, 215, 0Sample TextSample Text
113greenflash135, 215, 95Sample TextSample Text
114summergreen135, 215, 135Sample TextSample Text
115cabbage135, 215, 175Sample TextSample Text
116arubablue135, 215, 215Sample TextSample Text
117crystalblue135, 215, 255Sample TextSample Text
118chartreuse135, 255, 0Sample TextSample Text
119apple135, 255, 95Sample TextSample Text
120emeraldgreen135, 255, 135Sample TextSample Text
121palegreen135, 255, 175Sample TextSample Text
122beachglass135, 255, 215Sample TextSample Text
123islandparadise135, 255, 255Sample TextSample Text
124bloodred175, 0, 0Sample TextSample Text
125vivacious175, 0, 95Sample TextSample Text
126vividviola175, 0, 135Sample TextSample Text
127dahlia175, 0, 175Sample TextSample Text
128darkorchid175, 0, 215Sample TextSample Text
129grape175, 0, 255Sample TextSample Text
130honeyginger175, 95, 0Sample TextSample Text
131dustycedar175, 95, 95Sample TextSample Text
132meadowmauve175, 95, 135Sample TextSample Text
133irisorchid175, 95, 175Sample TextSample Text
134amethystorchid175, 95, 215Sample TextSample Text
135amethyst175, 95, 255Sample TextSample Text
136goldenpalm175, 135, 0Sample TextSample Text
137applecinnamon175, 135, 95Sample TextSample Text
138woodrose175, 135, 135Sample TextSample Text
139regalorchid175, 135, 175Sample TextSample Text
140bougainvillea175, 135, 215Sample TextSample Text
141lilac175, 135, 255Sample TextSample Text
142citronelle175, 175, 0Sample TextSample Text
143palm175, 175, 95Sample TextSample Text
144winterpear175, 175, 135Sample TextSample Text
145miragegray175, 175, 175Sample TextSample Text
146lavender175, 175, 215Sample TextSample Text
147chambray175, 175, 255Sample TextSample Text
148acidlime175, 215, 0Sample TextSample Text
149greenglow175, 215, 95Sample TextSample Text
150jadelime175, 215, 135Sample TextSample Text
151pastelgreen175, 215, 175Sample TextSample Text
152icymorn175, 215, 215Sample TextSample Text
153omphalodes175, 215, 255Sample TextSample Text
154limepopsicle175, 255, 0Sample TextSample Text
155lizard175, 255, 95Sample TextSample Text
156teagreen175, 255, 135Sample TextSample Text
157paradisegreen175, 255, 175Sample TextSample Text
158greenash175, 255, 215Sample TextSample Text
159limpetshell175, 255, 255Sample TextSample Text
160poinciana215, 0, 0Sample TextSample Text
161brightrose215, 0, 95Sample TextSample Text
162roseviolet215, 0, 135Sample TextSample Text
163purpleorchid215, 0, 175Sample TextSample Text
164purplesatin215, 0, 215Sample TextSample Text
165phlox215, 0, 255Sample TextSample Text
166autumnmaple215, 95, 0Sample TextSample Text
167spicedcoral215, 95, 95Sample TextSample Text
168shockingpink215, 95, 135Sample TextSample Text
169superpink215, 95, 175Sample TextSample Text
170bodacious215, 95, 215Sample TextSample Text
171mediumorchid215, 95, 255Sample TextSample Text
172autumnblaze215, 135, 0Sample TextSample Text
173coppertan215, 135, 95Sample TextSample Text
174peachblossom215, 135, 135Sample TextSample Text
175fuchsiapink215, 135, 175Sample TextSample Text
176cyclamen215, 135, 215Sample TextSample Text
177violet215, 135, 255Sample TextSample Text
178sulphur215, 175, 0Sample TextSample Text
179ochre215, 175, 95Sample TextSample Text
180sheepskin215, 175, 135Sample TextSample Text
181silverpink215, 175, 175Sample TextSample Text
182orchidbouquet215, 175, 215Sample TextSample Text
183mauvemist215, 175, 255Sample TextSample Text
184sulphurspring215, 215, 0Sample TextSample Text
185limeade215, 215, 95Sample TextSample Text
186mellowgreen215, 215, 135Sample TextSample Text
187gardenglade215, 215, 175Sample TextSample Text
188nimbuscloud215, 215, 215Sample TextSample Text
189halogenblue215, 215, 255Sample TextSample Text
190primrose215, 255, 0Sample TextSample Text
191sunnylime215, 255, 95Sample TextSample Text
192sharpgreen215, 255, 135Sample TextSample Text
193shadowlime215, 255, 175Sample TextSample Text
194patinagreen215, 255, 215Sample TextSample Text
195soothingsea215, 255, 255Sample TextSample Text
196cherrytomato255, 0, 0Sample TextSample Text
197paradisepink255, 0, 95Sample TextSample Text
198fandangopink255, 0, 135Sample TextSample Text
199phloxpink255, 0, 175Sample TextSample Text
200neonpurple255, 0, 215Sample TextSample Text
201fuchsia255, 0, 255Sample TextSample Text
202orangetiger255, 95, 0Sample TextSample Text
203hotcoral255, 95, 95Sample TextSample Text
204pinklemonade255, 95, 135Sample TextSample Text
205azaleapink255, 95, 175Sample TextSample Text
206operamauve255, 95, 215Sample TextSample Text
207neonpink255, 95, 255Sample TextSample Text
208autumnorange255, 135, 0Sample TextSample Text
209melon255, 135, 95Sample TextSample Text
210shellpink255, 135, 135Sample TextSample Text
211sachetpink255, 135, 175Sample TextSample Text
212lilacchiffon255, 135, 215Sample TextSample Text
213bubblegum255, 135, 255Sample TextSample Text
214goldfusion255, 175, 0Sample TextSample Text
215chamois255, 175, 95Sample TextSample Text
216apricotwash255, 175, 135Sample TextSample Text
217peachbud255, 175, 175Sample TextSample Text
218lilacsachet255, 175, 215Sample TextSample Text
219orchid255, 175, 255Sample TextSample Text
220cyberyellow255, 215, 0Sample TextSample Text
221minionyellow255, 215, 95Sample TextSample Text
222snapdragon255, 215, 135Sample TextSample Text
223apricotsherbet255, 215, 175Sample TextSample Text
224pinkdogwood255, 215, 215Sample TextSample Text
225cherryblossom255, 215, 255Sample TextSample Text
226blazingyellow255, 255, 0Sample TextSample Text
227lemonverbena255, 255, 95Sample TextSample Text
228twilight255, 255, 135Sample TextSample Text
229elfinyellow255, 255, 175Sample TextSample Text
230almondoil255, 255, 215Sample TextSample Text
231voidwhite255, 255, 255Sample TextSample Text
232anthracite8, 8, 8Sample TextSample Text
233caviar18, 18, 18Sample TextSample Text
234blackbeauty28, 28, 28Sample TextSample Text
235meteorite38, 38, 38Sample TextSample Text
236guardshoe48, 48, 48Sample TextSample Text
237pirateblack58, 58, 58Sample TextSample Text
238asphalt68, 68, 68Sample TextSample Text
239darkshadow78, 78, 78Sample TextSample Text
240granitegray88, 88, 88Sample TextSample Text
241pewter98, 98, 98Sample TextSample Text
242gargoyle108, 108, 108Sample TextSample Text
243brushednickel118, 118, 118Sample TextSample Text
244frostgrey128, 128, 128Sample TextSample Text
245griffin138, 138, 138Sample TextSample Text
246wetweather148, 148, 148Sample TextSample Text
247silver158, 158, 158Sample TextSample Text
248drizzle168, 168, 168Sample TextSample Text
249harbormist178, 178, 178Sample TextSample Text
250greyviolet188, 188, 188Sample TextSample Text
251lunarrock198, 198, 198Sample TextSample Text
252dawngrey208, 208, 208Sample TextSample Text
253barelyblue218, 218, 218Sample TextSample Text
254blanc228, 228, 228Sample TextSample Text
255whitealyssum238, 238, 238Sample TextSample Text