Light

Object is a light. Recommend take light as wear flags.

Values:

  • v2 <number> – Sets the duration of the light, in ticks.

Scroll

Object is a scroll. Scrolls are used with the recite command, and will cast the spell(s) set on them via addspell. Recommend take wear flags

Wand

Object is a wand. May be used to zap <target> if held. Recommend take hold as wear flags.
Wands will use the spells added by addspell command.

Values:

  • v0 <number> – Level. This is deprecated in favour of using the spell level from addspell
  • v1 <number> – Maximum Charges
  • v2 <number> – Remaining Charges

Staff

Staves are essentially the same as wands. The only difference is the command used to activate them. For staves, this is brandish. Otherwise, the same settings and recommendations apply.

Values:

  • v0 <number> – Level - Deprecated
  • v1 <number> – Maximum Charges
  • v2 <number> – Remaining Charges

Weapon

An extremely common item type. Recommend take wield wear flags. Condition will gradually degrade with use.

Values:

  • v0 <weapon class> - Sets the class of weapon, determines skill used.
  • v1 <number> - Number of damage dice
  • v2 <number> - Type of damage dice (sides)
  • v3 <name> - Sets the damage type and associated attack string.
  • v4 <flags> - Sets special weapon flags.

Treasure

Often used for reward items, but there is no special handling for these.

Armour

Used for worn gear that should apply AC to the wearer. take <location> wear flags recommended. If you set level after setting the type, this is given a set of defaults.

Armour values are calculated based on level and v4 value. Exotic is 90% of the same.

Values:

  • v0 <number> - AC for Piercing
  • v1 <number> - AC for Bashing
  • v2 <number> - AC for Slashing
  • v3 <number> - AC for Exotic
  • v4 <strength> - Armour strength for calculating AC values.

Potion

As scrolls, but use the quaff command. Provides the spells added through addspell to their users. Recommend take wear flag.

Furniture

Used as a place to rest or sleep,

Values:

  • v0 <number> - Maximum people that can use the furniture at once.
  • v1 <number> - Maximum weight supported by the furniture.
  • v2 <flags> - Furniture flags, adjusts how people are shown as using the furniture, position.
  • v3 <number> - HP regen bonus.
  • v4 <number> - Mana regen bonus.
  • v5 <number> - Movement regen bonus.

Trash

No special handling in OLC. Some mob act flags may pick up and purge these.

Container

Used to hold objects. Recommend take wear flag for carryable containers. Makes use of lock states.

Values:

  • v0 <number> - Maximum weight the container can hold.
  • v1 <flags> - Container flags
  • v2 <vnum> - Key vnum. Deprecated by lockstates.
  • v3 <number> - Maximum number of objects the container can hold.
  • v4 <number> - Weight multiplier for objects in the container.

Drink Container

Used for holding drinks! Recommend take wear flag

Values:

  • v0 <number> - Maximum liquid.
  • v1 <number> - Default liquid remaining.
  • v2 <liquid> - Default liquid.
  • v3 <yes|no> - Toggles poisoned status for the drink container.

Key

Keys do not have any special value, but to be used with a lock, the item must be of type ‘key’.

Food

Food is consumed by hungry players.

Values:

  • v0 <number> - How much ‘fullness’ is gained.
  • v1 <number> - How much ‘hunger’ the food counts for
  • v3 <yes|no> - Is it poisoned?
  • v4 <number> - This is just another way to set the timer on the object.

Money

Used to create money objects. When picked up, these convert to silver and gold that is carried by the character. Can only be selected by Implementors.

Values:

  • v0 <number> - How much silver the object is worth.
  • v1 <number> - How much gold the object is worth.

Boat

Special object type, should not be used at this time.

NPCCorpse

An npc corpse object.

Values:

  • v0 <corpse type> - The corpse type, for purposes of handling decay.
  • v1 <number 0-100> - Base resurrection success chance.
  • v2 <number 0-100> - Base animate dead success chance.
  • v3 <body parts> - Body parts
  • v5 <vnum> - Vnum of the mobile to be used for the zombie created by ‘animate dead’

Fountain

Room based drink containers. For endless fountains, set v0 and v1 to -1

Values:

  • v0 <number> - Liquid total
  • v1 <number> - Liquid left
  • v2 <liquid> - The fountain’s liquid, from the liquid table.

Pill

Something like a hybrid of scroll and food. Spells added with addspell will apply that spell to the character that eats them.

Protect

Unused. Do not use.

Map

Used as part of the boat system, can be used for writing waypoints.

Portal

Used to transport players from one location to another.

Values:

  • v0 <number> - Charges before the portal stops working.
  • v1 <exit flags> - Exit flags to apply to the portal.
  • v2 <portal flags> - Portal-specific flags to apply to the portal.
  • v4 <vnum> - Key to used if the portal is locked. Deprecated in favour of lockstates.
  • v5 <map uid> - UID of the wilderness map to send characters to. If set, also add v6 and v7.
  • v6 <map x coord> - X coordinate of the map destination.
  • v7 <map y coord> - Y coordinate of the map destination.

Catalyst

Deprecated in favour of addcatalyst command. Only settable by Implementors.

Roomkey

Unused.

Gem

Unused.

Jewelry

An item type that does not have any values and is mostly unused (except being susceptible to shock damage). Good item type for ‘accessories’. Recommend same sorts of wear flags as armour.

Jukebox

Unused.

Artifact

No special handling, but cannot be trapped with the ‘entrap’ spell.

Shares

Unused. Only settable by Implementors.

Flame_Room_Object

System object. Used for inferno flames. Only settable by Implementors.

Instrument

Bards will need these to play songs.

Values:

  • v0 <type> - The instrument type. Not currently used for anything.
  • v1 <flags> - Currently, the only flag is ‘onehanded’
  • v2 <number> - Minimum time factor for adjusting song playing time.
  • v3 <number> - Maximum time factor for adjusting song playing time.

Seed

Grow into plants!

Values:

  • v0 <number> - How many ticks before the item grows.
  • v1 <vnum> - What the seed will become when v0 runs out.

Cart

Carts are essentially pullable containers. Relics have been moved to this, I think.

Values:

  • v0 <number> - Maximum weight
  • v1 <number> - Move delay in combat pulses(?)
  • v2 <number> - Strength required to pull cart.
  • v3 <number> - Item capacity.
  • v4 <number> - Weight multiplier for contained items.

Ship

Used for partially implemented ship system. Only settable by Implementors.

Values:

  • v0 <number> - Maximum weight in cargo.
  • v1 <number> - Move delay in pulses.
  • v2 <number> - Minimum crew required for ship to function.
  • v3 <number> - Cargo capacity.
  • v4 <number> - Maximum crew supported by this ship.
  • v5 <vnum> - Room entered when boarding.
  • v6 <number> - Hit points for the ship.
  • v7 <number> - Max cannons supported (not currently used)

Room_Darkness_Object

System object. Used for momentary darkness. Only settable by Implementors.

Ranged_Weapon

Ranged weapons (bows, crossbows, harpoons, etc). Recommend take back for wear flags.

Values:

  • v0 <class> - Class of ranged weapon.
  • v1 <number> - Number of dice to roll for damage.
  • v2 <number> - Type of dice to roll.
  • v3 <number> - Maximum projectile distance.

Sextant

Used to get current coordinates in the wilderness. Uses navigation/survey skills for accuracy.

Values:

  • v0 <number 0-100> - Base percentage chance of working.

    Weapon_Container

    Containers specifically for weapons. Originally intended for use with scabbards, etc.

Values:

  • v0 <number> - Maximum weight.
  • v1 <weapon type> - Weapon type held by this container.
  • v3 <number> - Maximum capacity.
  • v4 <number> - Weight multiplier.

Room_Roomshield_Object

System object. Used for room shield. Only settable by Implementors.

Book

Intended for giving players things to read.

Values:

  • v1 <flags> - Container flags.
  • v2 <vnum> - Key vnum (maybe better to use lockstates?)

Stinking_Cloud

System object. Used for stinking clouds generated by smoke bombs.

Smoke_Bomb

System object for smoke bombs. Only settable by Implementors.

Herb

Currently unused.

Spell_Trap

System object for spell trap.

Withering_Cloud

System object. Used for withering clouds. Only settable by Implementors.

Bank

Used for portable bank quest item. Only settable by Implementors.

Keyring

Used for keyring quest item. Only settable by Implementors.

Ice_Storm

System object. Used for ice storm.

Flower

No special handling.

Trade_Type

Used for commodities in trade system, which is part of old ship code. Not currently used. Do not set.

Values:

  • v0 <trade type> - The type of trade good.

Empty_Vial

System object. Used for brewing potions.

Blank_Scroll

System object. Used for scribing scrolls.

Mist

Mist objects have a chance to obscure items and mobs in the room. Spooky!

Values:

  • v0 <number 0-100> - Percentage chance to hide items on ground.
  • v1 <number 0-100> - Percentage chance to hide npcs/players.

    Shrine

    Used for relics. Only settable by Implementors.

Whistle

Used for ‘blow’ command. At present, only used for personal mount summon.

Shovel

Enables ‘dig’ command to unearth buried items in the room.

Tattoo

Enables ‘touch’ command. Tattoos function as worn scrolls, essentially. Cast spells added with addspell command.

Values:

  • v0 <number> - Maximum charges
  • v1 <number 0-100> - Chance of fading away with each touch.

Ink

Enables ‘ink’ command for adding tattoos. Inks can have up to three catalyst types. This system is unfinished.

Values:

  • v0 <catalyst type> - First catalyst the ink provides.
  • v1 <catalyst type> - Second catalyst ink provides.
  • v2 <catalyst type> - Third catalyst ink provides.

Part

Unused.

Telescope

Compass

Used for navigation. Requires navigation skill on a ship, survey otherwise. On ships, helps to get ship heading.

Values:

  • v0 <number 0-100> - Accuracy percentage
  • v1 <wilderness map> - Which map the compass is for.

Whetstone

Part of an unfinished crafting/gathering system. Unused.

Chisel

Part of an unfinished crafting/gathering system. Unused.

Pick

Part of an unfinished crafting/gathering system. Unused.

Tinderbox

Part of an unfinished crafting/gathering system. Unused.

Drying_Cloth

Part of an unfinished crafting/gathering system. Unused.

Needle

Part of an unfinished crafting/gathering system. Unused.

Body_Part

Used for making body part objects on corpses.

Values:

  • v0 <parts> - Body parts
  • v1 <race> - Unsure