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Types of Records

A Help Record
A help record is laid out as follows:
A B C
D
E

A: This is the lowest level player that can read the help. A 0 means everyone can read it.
B: This is a list of keywords that are used to reference the help.
C: This is a tilde (the squiggly hyphen).
D: This is the text of the help. If you wish to start the help with a blank line, put a single "." as the first line of the text (all by itself). The text should be composed of lines no longer than 75 characters, and do NOT use tabs to align things as they cause weird problems.
E: This is a tilde.

An example of a help record is show below:

0 SAMPLE~
This is a sample help to show you what a help would look like. Had this been a real help, there theoretically would be useful, informative, or otherwise beneficial information contained herein.
~

A Mob Record
An individual mob is laid out in the following format:

A
B
C
D
E
F G H I
J K L M N
O P
Q R S
T
U
V
W

A: The mob's vnum.
B: The mob's name.
C: The mob's short description.
D: The mob's long description.
E: The mob's look description.
F: The mob's actions.
G: Things affecting the mob.
H: The mob's alignment.
I: This must be an S.
J: The mob's level.
K: Set this to 0.
L: Set this to 0.
M: Set this to 0d0+0.
N: Set this to 0d0+0.
O: Set this to 0.
P: Set this to 0.
Q: Set this to 8.
R: Set this to 8.
S: The mob's sex.
T: The mob's language. [Optional]
U: The Animal flag.
V: The No-Wear flag.
W: The spec_one_spell entry

A: The mob's vnum
This number identifies the mob to the MUD for loading purposes and other functions. The Syntax is:
#XXYY
XX is the number assigned to your area. YY is a number between 00 and 99 identifying a particular mob in the area. No duplicates vnum's are allowed.

Example:  #4710
This is mob 10 in area 47.

B: The mob's name
This is the keyword (or words) used by mortals to interact with a mob. Generally, the name field should have no more than 2 or 3 words in it. The field should be all in lower case, and the last character must be a tilde (the squiggly hyphen).

If the mob is an ogre named herman, "herman" and "ogre" are the 2 words you would put in the name field. Do not put articles or prepositions in this field, and make sure one of the keywords is also used in the long description.

C: The mob's short description
This is the phrase the MUD uses when the mob does something. If the mob's short description is "herman", then if it bows it might read as:
Herman bows in your presence.
The short description should be a phrase that makes grammatical sense, and it must be followed by the tilde. Also make sure you do NOT capitalize leading prepositions, such as in "The ogre". Instead use "the ogre". This allows the messages the mud generates using this description to look right, such as "Your slash hits the ogre."

D: The mob's long description
This is the sentence that the MUD displays for mobs standing in a room. If a mob has the long description "Herman stands here idly.", then when you enter the room, following the room description the MUD would display:
Herman stands here idly.
The long description gets preceded by things like aura's and other spell effects, so take that into account when you write the description. In general, this sentence should be approximately 70 characters in maximum length if the mob has no affects on him. If the mob has affects, take the auras into consideration, making sure the description and auras all fit on ONE line, like this:
(Hide)(Invis)(Sanctuary)(Translucent)(Red Aura) An ogre stands here.
The sentence should be grammatically correct and following it, on a separate line by itself, should be a tilde.

E: The mob's look description

This is the paragraph describing the mob that you would see when you look at him. If the mob had the name "herman" and the look description of "Herman is a fat, ugly ogre. He stands here swatting flies, picking his nose, and wondering whether you would make a good lunch.", then when you type LOOK HERMAN, the MUD would display:

Herman is a fat, ugly ogre. He stands here swatting flies, picking
his nose, and wondering whether you would make a good lunch.

The lines in the paragraph should be no more than 70-75 characters in length so line wrap problems don't occur. On a separate line following the paragraph should be a tilde.

F: The mob's actions
Refer to the flag list for legal values which are used to define how a mob interacts with the world. If you use nothing out of the list, enter a 0.

G: Things affecting the mob
Refer to the flag list for legal values which are used to define what things are affecting the mob. If you use nothing out of the list, enter a 0.

H: The mob's alignment
This is a number between -1000 (super evil) and 1000 (super good). For a mob to register as either evil or good, the absolute value of the alignment must be at least 350.

I: This field MUST be an S
There is no why. An S and nothing but an S is acceptable.

J: The mob's level
This is the level of the mob, a non-negative number. Maximum level should generally be 50. Remember that mob levels differ from player levels, with a mob's level equating to a player's level some 3 to 10 player levels higher. Also remember that specfuns often cause a mob to be capable of fighting several levels above their own level. Consider thesr facts when designing mob levels with respect to your assigned/chosen area level range.

K through R: Set these to "whatever" is listed in the diagram legend.
There is no why. Just set them to what is indicated.

S: The mob's sex
This number indicates if the mob is male(1), female(2), or an it(0).

T: The mob's language (optional)
Mobs can be set to speak a language. If none is set, they speak the universal god-tongue. Language has the format:

1
2 3

1: This is a L.
2: This is the languages a mob KNOWS. Refer to the flag list for values.
3: This is the what the mob prefers speaking. Refer to the list for values. Only ONE value is allowed - do NOT combine values in this field.

U: The Animal flag (optional)
If the mob is a animal, put a single A on this line. If this is omitted, do NOT put in a blank line.

V: The No-Wear flag (optional)
If the mob is not allowed to wear equipment, enter a N on this line. If this is omitted, do NOT put in a blank line. Most animals should receive this flag with dragons being a notable exception to that rule.

W. The spec_one_spell block (optional) (requires *Special Permission*)
The spec_one_spell block sets the single spell a mob knows. To use a spec_one_spell in an area, the mob must have this block AS WELL AS an associated entry in the #SPECIALS section. If a mob is not receiving this specfun, do NOT put in blank lines. The block has the format:

1
23

1. This is the letter O.
2. This is the NAME of the spell being given to the mob.
3. This is a tilde. It must be on the same line as, and begin immediately after, the spell text with NO spaces.

An example of a Mobile record follows:

#4710
herman ogre~
Herman~
Herman stands here idly.
~
Herman is a fat, ugly ogre. He stands here swatting flies, picking
his nose, and wondering whether you would make a good lunch.
~
96 0 -350 S
21 0 0 0d0+0 0d0+0
0 0
8 8 1
L
256 256
 

An Object Record
An individual object is laid out in the following format:

A
B
C
D
E
F G H
I J K L
M N O
P
Q
R
S
T
U

Required Information
A: The object's vnum.
B: The object's name.
C: The object's short description.
D: The object's long description.
E: Set this to a tilde.
F: The object's type.
G: The object's extra flags.
H: The object's wear flags.
I: The object's value0.
J: The object's value1.
K: The object's value2.
L: The object's value3.
M: The object's weight.
N: The object's cost.
O: Set this to 0.

Optional Information                         Conditional Information
P: The object's bonuses.                     S: The metallic item flag.
Q: The object's extra des.                   T: The two-handed weapon flag.
R: The flammable item flag.                 U: The underwater breath item flag.

A: The object's vnum
This number identifies the object to the MUD for loading purposes and other functions. The Syntax is:

#XXYY

XX is the number assigned to your area. YY is a number between 00 and 99 identifying a particular object in the area. No duplicates vnum's are allowed.

Example:  #4710

This is object 10 in area 47.

B: The object's name
This is the keyword (or words) used by mortals to interact with a object. Generally, the name field should have no more than 2 or 3 words in it. The field should be all in lower case, and the last character must be a tilde (the squiggly hyphen). If the object is "a stone hammer", "hammer" and "stone" are the 2 words you would put in the name field. Do not put articles or prepositions in this field, and at least ONE keyword should appear in the object's long description.

C: The object's short description
This is the phrase the MUD uses when the object does something. If the object's short description is "a stone hammer", then if you pick it up, it might read as:

You pick up a stone hammer.

The short description should be a phrase that makes grammatical sense, and it must be followed by the tilde. Avoid capitalizing leading prepositions such as in "A stone hammer". Instead use "a stone hammer". This allows the messages the mud makes from this description to look right, such as: You get a stone hammer from a bag.

Also be aware that using capitals to describe an item indicates, in most cases, that the item is considered unique and one of a kind, such as the "Holy Avenger".

D: The object's long description
This is the sentence that the MUD displays for objects standing in a room. If a object has the long description "A heavy stone hammer lies here.", then when you enter the room, following the room description the MUD would display:

A heavy stone hammer lies here.

If there is no extra description on the object, the long description is also used when a "look" or "examine" command is used on the object.

The long description gets preceded by things like aura's and other spell effects, so take that into account when you write the description. In general, this sentence should be approximately 70 characters in maximum length if the object has no affects on it. If the object does have affects, make sure that you take auras and spell affects into consideration. Make sure the auras and description all fit on ONE line, like this:

(Invis)(Magical)(Humming)(Glowing)(Red Aura) A heavy stone hammer is here.]]

The sentence should be grammatically correct and following it, on a the SAME line, should be a tilde.

E: Set this to a tilde
No whys, just set it to the tilde.

F: The object's type
Refer to the flag list for valid types. One, and only one, MUST be chosen.

G: The object's extra flags
Refer to the flag list for valid flags. A combined value is allowed. If you don't want to use any, enter a 0.

H: The object's wear flags
This is a very important flag, and coding it wrong causes strange problems. Follow these guidelines when choosing values from the flag list:
1. If you want the object to be worn, you must combine the wear location AND the take-able flag.
2. Do NOT combine two wear locations.
3. If you do not want the item to be picked up, enter a 0.
4. For items of type light, ONLY set the take-able flag. Do NOT set a wear location.

In short, you enter a 0, the value of the take-able flag, or the value of the take-able flag combined with a wear location.

I through L: The object's value0 through value3
These values are determined by the object type. The specifications are listed under the various item types in the item type value specifications list.

M: The object's weight
This is how much the item weighs. With the exception of items which are flagged NO_TAKE, such as fountains, this value should be realistic. A mace might weigh in at 8-12 and a dagger only 2 or 3. Any weight that is warped must be approved.

Items that are NO_TAKE can be any weight you choose unless they are a container. In general, a value of 1 or 0 is used.

If the item is of type container, it is IMPERATIVE this weight value be less than the object's value0 or it will cause errors and/or problems.

Items with a take flag that are reset on the ground will disintegrate over time, only items that are notake will remain.

N: The objects cost
If you have set the extra flag USE COST, indicating the object has a base cost, enter the base cost here. If there is no base cost, enter 0. In general, this field should be 0 unless you have had the item approved to use a base cost. If you wish to use this feature, contact the Area Coordinator for a complete explanation of how this field works.

O: Set this to 0
No whys, just set it to 0.

P: The object's bonuses
Bonuses, also called "Applies," are different good or bad affects an object gives to the player using it. The syntax is:

1
2 3

1: This is the letter A.
2: This is the number of an Apply. See the flag list for legal values.
3: This is the amount of the Apply - it may be positive or negative.

If you do not have bonuses on an item, do NOT put in blank lines. It is technically allowable to put in multiple bonuses by repeating this block format. As a general rule, bonuses should be used SPARINGLY! Becoming bonus happy is a good way to have an area rejected.

Q: The object's extra description
If this description exists, then it is used when someone does a "look" or "examine" command on the object. If the extra description of the hammer is "The hammer is old and has a split shaft.", then if you type "LOOK HAMMER" the MUD would display:

The hammer is old and has a split shaft.

A object may have none, one, or multiple extra descriptions, each coded following this format:

1
2
3
4

1: The letter "E" is placed on a line by itself.
2: This is the list of keywords that identify this description. The syntax follows the same rules as all other names and keywords - see B above.
3: This is the description. It should contain lines no longer than 75 or so characters so that no line wrap problems occur.
4: This must be a tilde. Nothing else can go on the line.

If the extra description is omitted, do NOT put in blank lines.

R: The flammable item flag
Set this on any item type. If the object should be subjected to INSTANT burning in a fight, such as a scrap of paper, set this flag. The syntax is a single "F" on a line all by itself. If omitted, do NOT put in a blank line.

S: The metallic item flag
Set this only on object's that are item type armor. If the object AC is more than 5, then this flag MUST be set. The syntax is a single "M" on a line all by itself. If omitted, do NOT put in a blank line.

T: The two-handed weapon flag
Set this only on object's that are item type weapon. If the object weight is more than 9, then this flag MUST be set. The syntax is a single "T" on a line all by itself. If omitted, do NOT put in a blank line.

U: The underwater breath item flag
Set this only on object's that are item type armor. The syntax is a single "U" on a line all by itself. If omitted, do NOT put in a blank line. Special approval is required if using this flag.

An example of an object record follows:

#4710
stone hammer~
a stone hammer~
A heavy stone hammer lies here.~
~
5 0 8193
0 3 7 7
10 0 0
E
stone hammer~
The hammer is old and has a split shaft.
~
T

A Room Record
An individual room is laid out in the following format:

A
B
C
D E F
G
H
I
J
K
L
M
N

A: The room's vnum.
B: The room's name.
C: The room's description.
D: The room's area number.
E: The room's set of flags.
F: The room's terrain type.
G: This is the room's north exit.
H: This is the room's east exit.
I: This is the room's south exit.
J: This is the room's west exit.
K: This is the room's up exit.
L: This is the room's down exit.
M: This is the room's extra description.
N: This must be an S.

A: The room's vnum
This number identifies the room to the MUD for loading purposes and other functions. The Syntax is:

#XXYY

XX is the number assigned to your area. YY is a number between 00 and 99 identifying a particular room in the area. No duplicates vnum's are allowed.

Example:  #4710

This is room 10 in area 47.

B: The room's name
This is the title of the room. Make it a short, descriptive phrase, with a tilde at the end.

C: The room's description
This is the description of the room. It is often many lines long, but please limit it to less than 15 if at all possible. Each line should have only 75 characters in it to avoid line wrap problems. Following the block of text is a tilde on a line all by itself. If you are planning on having extra description in the room, then this description should have some hint for the player to look for one.

D: The room's area number
This is identical to the number that was assigned to your area.  Fundamentally, it means nothing, but fill it in anyhow.

E: The room's set of flags
Get the numbers from the appropriate part of the flag list. If none are chosen, enter a 0.

F: The room's terrain type
You must choose one, and only one, type. Chose it from the appropriate part of the flag list. If you choose Underwater, you MUST flag it No-Transport.

G: This is the room's north exit.

H: This is the room's east exit.

I: This is the room's south exit.

J: This is the room's west exit.

K: This is the room's up exit.

L: This is the room's down exit.

All doors are coded using the same format. You may NOT have more than one exit in a direction (meaning you cannot have, say, 2 north exits), and for ease of reading, please list them in the order given above. If a door is NOT used, do not put in blank lines. If, however, you wish to describe a wall, a door to nowhere is allowed if properly coded. It is allowed to make a room with no exits.

A door follows this format:

1
2
3
4 5 6
7

1: This is the door number. Choose from the following list for correct values:

north: D0      east: D1       up  : D4
south: D2      west: D3       down: D5

2: This is the description of the wall/door. Generally it should be only one line long, although multiple lines are allowed. Each line, however, must be only 75 characters long to avoid line wrap problems. Following it should be a tilde on a line all by itself. If there is no description, a tilde still is required.

If you are placing the "exit description" with a door, remember if the door is closed they will still see the exit description.  You don't want this when someone looks at the door/exit:

You see a room full of orcs.
The door is closed.

3: This is the name and list of keywords for interacting with the door. The first in the list is the door name which appears in the "The DOORNAME is closed" messages if you do not specify a separate description (number field 7). The others are synonyms. Directions are not required in this list - they are default synonyms. If there is no name used, a tilde is still required.

The first word in this line is what players in the room will see when someone opens or closes the door and you have not specified something in field 7. For example do not put "wooden door", use "door wooden".  The reason for this is that if wooden is used, then players will see this:  Player opens the wooden.
 

4: This is the door type. The following values are allowed:
    -1 : This door goes nowhere. This setting is commonly used when you want to have a description for a wall/direction, but do not want it to actually be a connection point to another room.
    0  : It is not a door but might go somewhere, such as a street.
    1  : This is a door. If locked, passdoor and pick will open it.
    2  : This is a door. If locked, a key is required to open it.
    3  : This is a trap. Used in conjunction with spec_collapse. Must be a down.

5: This is the vnum of the key that opens the door, if it is locked. If the door has no lock, use 0 or -1 for the key number.

6: This is the room the door leads to. If the door is included merely for a wall description or effect and leads nowhere, use -1 or 0. If -1 or 0 are used, you must use -1 or 0 for the value in field 4.

7: This is a optional field for specify the name of the door that would bedisplayed when someone opens it, closes it, and so on. If this is omitted, the keywords are used instead. The syntax for this field is:

O
name of door~

The syntax must be exactly as shown with an O on the first line, and the string on the second line followed immediately by a tilde. Do NOT start the string with "a" or "the" or any variants like that...the Mud will add "the" to the front of this string before displaying it.

M: The room's extra descriptions
These are coded EXACTLY like the extra description for objects. You may have none, one, or multiple extra descriptions. Repeat this block as needed, but do not include blank lines if there are no extra descriptions.

The extra description is laid out as:

1
2
3
4

1: The letter "E" is placed on a line by itself.
2: This is the list of keywords that identify this description. The syntax follows the same rules as all other names and keywords.
3: This is the description. It should contain lines no longer than 75 or so characters so that no line wrap problems occur.
4: This must be a tilde. Nothing else can go on the line.

N: This field MUST be an S
There is no why. An S and nothing but an S is acceptable.

An example of a room record follows:

#4710
The Hut of Herman~
You stand in Herman's hut...and if you have any brains, you will leave
before Herman finds you here.
~
47 8 0
D0
The door serves as an exit to the street.
~
door~
1 0 4711
S
 

A Reset Record
Resets come in several different types, each fulfilling a separate need to keep the MUD "alive." All resets have the same basic form:

A B C D E F

A: This is the reset type.
B-E: These are the values associated with A, and they are ALWAYS numeric. B through D are required on all resets. E is only required on some resets, and is omitted if not used.
F: This is where a optional comment may be placed explaining the reset.

There are 8 types of resets, and each will be dealt with separately:

The Mob Reset
This reset loads a mob into a room.

A: This must be a M.
B: This is a 1 or a 0. 1 signifies that the MUD should run this reset every reset cycle, a 0 signifies that the MUD should run this reset only if the area is deserted. In theory anyhow. Merc tends to ignore the setting and resets according to its own built in methods. Use the specs, though, when writing the resets - it makes them easier for me to debug.
C: This is the vnum of the mob to load.
D: This is the TOTAL number of this mob type allowed in THE GAME. Mob type is defined as "unique mob vnum" for our purposes. If this type of mob totals more than or equal to the number, none will load. If there is less, one will load.
E: This is the vnum of the room the mob will load into.
F: Commonly, this comment would say the mob's name and the room name it was loaded into.

The Equip Reset
This reset loads an object on a mob. This reset must be preceded by a mob reset, an equip reset, or a give reset.

A: This must be a E.
B: This is a 1 or a 0. 1 signifies that the MUD should run this reset every reset cycle, a 0 signifies that the MUD should run this reset only if the area is deserted. In theory anyhow. Merc tends to ignore the setting and resets according to its own built in methods. Use the specs, though, when writing the resets - it makes them easier for me to debug.
C: This is the vnum of the object to load.
D: This is the TOTAL number of this object type allowed in THE GAME. Object type is defined as "unique object vnum" for our purposes. If this type of object totals more than or equal to the number, none will load. If there is less, one will load.
E: This is the wear location on the mob that the MUD will load the object to. The list of wear locations is in the flags list.
F: Commonly, this comment would say the object's name.

The Give Reset
This reset loads an object on a mob, placing it in inventory. This is used most often with mobs who are also defined as shops. This reset must be preceded by a mob reset, an equip reset, or a give reset.

A: This must be a G.
B: This is a 1 or a 0. 1 signifies that the MUD should run this reset every reset cycle, a 0 signifies that the MUD should run this reset only if the area is deserted. In theory anyhow. Merc tends to ignore the setting and resets according to its own built in methods. Use the specs, though, when writing the resets - it makes them easier for me to debug.
C: This is the vnum of the object to load.
D: This is the TOTAL number of this object type allowed in THE GAME. Object type is defined as "unique object vnum" for our purposes. If this type of object totals more than or equal to the number, none will load. If there is less, one will load.
F: Commonly, this comment would say the object's name.

The Object Reset
This reset loads an object into a room, leaving it on the ground.

A: This must be a O.
B: This is a 1 or a 0. 1 signifies that the MUD should run this reset every reset cycle, a 0 signifies that the MUD should run this reset only if the area is deserted. In theory anyhow. Merc tends to ignore the setting and resets according to its own built in methods. Use the specs, though, when writing the resets - it makes them easier for me to debug.
C: This is the vnum of the object to load.
D: This is the TOTAL number of this object type allowed in THE GAME. Object type is defined as "unique object vnum" for our purposes. If this type of object totals more than or equal to the number, none will load. If there is less, one will load ONLY if there is no other object with the same vnum already loaded to the room. In other words, and as an example, if you want two desks to load in the room, EACH must have a separate vnum.
E: This is the vnum of the room the object will load into.
F: Commonly, this comment would say the object's name and the room name it was loaded into.

The Place Reset
This reset loads an object into another object, placing it inside. This reset must be preceded by the object reset for the object it is being loaded into, or another P reset that is loading into that same object. This this rule is not followed, the P reset will NOT work.

A: This must be a P.
B: This is a 1 or a 0. 1 signifies that the MUD should run this reset every reset cycle, a 0 signifies that the MUD should run this reset only if the area is deserted. In theory anyhow. Merc tends to ignore the setting and resets according to its own built in methods. Use the specs, though, when writing the resets - it makes them easier for me to debug.
C: This is the vnum of the object to load.
D: This is the TOTAL number of this object type allowed in THE GAME. Object type is defined as "unique object vnum" for our purposes. If this type of object totals more than or equal to the number, none will load. If there is less, one will load.
E: This is the vnum of the object the object will load into.
F: Commonly, this comment would say the object's name and the name of the object it was loaded into.

The Door Reset
This reset sets the state of a door. You cannot use this command on doors set with the randomize doors reset.

A: This must be a D.
B: This is a 1 or a 0. 1 signifies that the MUD should run this reset every reset cycle, a 0 signifies that the MUD should run this reset only if the area is deserted. In theory anyhow. Merc tends to ignore the setting and resets according to its own built in methods. Use the specs, though, when writing the resets - it makes them easier for me to debug.
C: This is the vnum of the room the door is located in.
D: This is the location of the door in the room. A 0 means north, a 1 means east, a 2 means south, a 3 means west, a 4 means up, and a 5 means down.
E: A 0 means reset the door open, a 1 means reset the door closed, and a 2 means reset the door locked.
F: Commonly, this comment would say the room's name.

The Randomize Doors Reset
This reset randomizes the direction of a door. You cannot use this command on doors set with the door reset.

A: This must be a R.
B: This is a 1 or a 0. 1 signifies that the MUD should run this reset every reset cycle, a 0 signifies that the MUD should run this reset only if the area is deserted. In theory anyhow. Merc tends to ignore the setting and resets according to its own built in methods. Use the specs, though, when writing the resets - it makes them easier for me to debug.
C: This is the vnum of the room to randomize the doors in.
D: This is number specifies how many doors to randomize. The number used for this is the LAST door to randomize. A 4 would randomize the north, south, east, west, and up exits but leave the down exit alone. A 5 would randomize them all. Valid numbers are 0 through 5.
F: Commonly, this comment would say the room's name.

The Comment Reset
This reset does nothing except allow for extended comments.

A: This must be a *.
F: This is a line of information about the resets or area.

Some sample resets follow:

* The resets that follow put Herman into his hut, and give him his
* hammer, and shut the hut's door.
M 0 4710   1 4710
E 0 4710 999   16
D 0 4710   0    1

A Shop Record
Each mob designated as a shopkeeper will get an information line in the area section on shops. A shopkeeper information line is laid out as:

A    B C D E F    G H    I J    K    L

A: This is the vnum of the mob who is being identified as a shopkeeper.
B-F: These are the item types the mob will BUY. If a value is not used, enter a 0 in the field.
*Note: A mob will SELL whatever he has in inventory as given to him by "The Give Reset," things he has bought, or things any character has given him.
G: Set this to 100. Don't ask why, just do it.
H: Set this to 100. Don't ask why, just do it.
I: This is the hour the mob opens for business, 0 to 23.
J: This is the hour the mob closes up business, 0 to 23.
K: This is the mobs race number from the flag list. To those of his race, he gives a price break. To those of a different race, he jacks up the price. Use -1 to have the price break scheme ignored.
L: This is a space for a comment, usually containing the mob's name.

A sample shop record follows:

4710 5 0 0 0 0 100 100 6 20 9 This makes Herman a shop who will buy weapons.

Special, Trigger, and Rspec Records
Mobs, Rooms, and Doors can have special code attached to them. The general layout of assigning what are called specfuns to one of these is:

A B C D E

A: This is the specfun type.
B-D: These are various values associated with the specfun. B and C are always required, D is only required in certain cases.
E: This is a optional comment.

There are 4 types of specfuns. Each will be discussed separately:

The Mob Specfun
This specfun gives a mob special powers or abilities. Of the specfun class called Specials, only one special per mob is allowed. These specfuns are placed together in the SPECIALS block.

The layout of a Mob Specfun is as follows:

A: This must be a M.
B: This is the mob's vnum.
C: This is the name of a mob specfun off the approved mob specfun list. It must be appropriate to the mob, i.e. only dragons should have a dragon class specfun such as spec_sleeping_dragon.
E: This usually would contain the mob's name.

The Prevent Specfun
This specfun is assigned to a door. When a mob or player attempts to use the door, the MUD then conducts a check to see whether admittance is allowed. If blocked, a message is given the player telling them why. Of the specfun class called Triggers, only ONE trigger can be assigned to a given door in a room. These specfuns, along with the Allow Specfuns, are placed together in the TRIGGERS block.

The layout of a Prevent Specfun is as follows:

A: This must be a P.
B: This is the room's vnum where the door is.
C: This is the door to attached the specfun to. 0 means north, 1 means east, 2 means south, 3 means west, 4 means up, and 5 means down.
D: This is the name of the prevent specfun off the approved prevent specfun list.
E: This usually would contain the room's name and the door's direction.

The Allow Specfun
This specfun is assigned to a door. When a mob or player attempts to use the door, the MUD allows passage, but then conducts further checks to see if some nasty or beneficial event happens to the character. Of the specfun class called Triggers, only ONE trigger can be assigned to a given door in a room. These specfuns, along with the Prevent Specfuns, are placed together in the TRIGGERS block.

The layout of an Allow Specfun is as follows:

A: This must be a A.
B: This is the room's vnum where the door is.
C: This is the door to attached the specfun to. 0 means north, 1 means east, 2 means south, 3 means west, 4 means up, and 5 means down.
D: This is the name of the allow specfun off the approved allow specfun list.
E: This usually would contain the room's name and the door's direction.

The Room Affect Specfun
This specfun is assigned to a room. When a mob or player remains in a room, the MUD conducts checks to see if some nasty or beneficial event happens to the character. Of the specfun class called Rspecs, only ONE rspec can be assigned in a room. These specfuns are placed together in the RSPECS block.

The layout of a Room Affect Specfun is as follows:

A: This must be a D.
B: This is the room's vnum.
C: This is the name of the rspec specfun off the approved rspec specfun list.
E: This usually would contain the room's name.

Sample special, trigger, and rspec records follow:

S 4710 spec_thief         This makes Herman a thief
A 4710 0 spec_crack_head  This gives a chance of hitting heads on a doorway
D 4710 spec_gas_chamber   This makes Herman's Hut quite "smelly"

Back to the area writer's guide page.

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