This file is going to be a simple document on how to go about creating an object.

OCREATE = This is the command you will use to create an object, you can create
          a completely new one or use a similar existing one to copy and save
          yourself some typing.
          EX: ocreate 500 Testing
              This will create a new object called testing using vnum 500.
          EX: ocreate 500 400 Testing
              This will create a new object called testing and set it up
              like object 400.

   OSET = This is the command you will use to set stuff on objects.
          See HELP OSET

 OPEDIT = This is the command you will use to add programs to objects.
          See HELP OPEDIT

 OPCOPY = This command allows you to copy object programs from one object to
          another.
          See HELP OPCOPY

   To modify a prototype object you must have the object you are modifying set
as a prototype.

**************************************************************************************************

  Building Objects/Items on LoP1.38
  By Hanaisse
-----------------------------------------
  Contents:

  - Create an object
  - Example
  - Other useful commands while building objects
  - Object programs
  - Creating traps
  - Levers, switches, buttons and pullchains
  - Determining weapon damage

-------------------------------------------

   CREATE AN OBJECT
   -----------------

1. Have a set of vnums vassigned to you by level Head or higher. The same vnums will be used for all rooms, mobiles and objects.
2. Use OCREATE to create an instance (prototype) of an object. You can create a new one or copy an existing one. Typically objects are created in the room in which they should repop or by the mob on which it will be equipped but can be adjusted when setting resets.

   Usage: ocreate <vnum> [copy vnum] <item name>

   This command allows you to create a new object using the specified vnum and
   keywords. Keywords are words the object will be known as, always better to have more than one.
   If [copy vnum] is used it will make the new object match the one it copies.

   Example:
  >ocreate 21054 jeweled sword longsword
   You make arcane gestures, and open your hands to reveal a newly created jeweled sword longsword!
   ObjVnum:  21054   Keywords:  jeweled sword longsword

3. Use OSET to set the objects parameters. Alternately you can use OSET <vnum> ON to set fields without having to continually type oset <vnum> <field>. Hitting enter while in OSET ON gives you an ostat of the object you are working on. If using oset on, type DONE when completed to exit from oset.

   Usage: oset <object> <field>  <value>
   This allows you to change the specified object, if it has the PROTOTYPE flag it
   will change the object index also.

   Field being one of:
   name = default based on keywords during ocreate
   short = a short description of the object, what someone sees when the object is in inventory or equipped.
   long = a long description of the object, what someone sees when the object is in the room.
   ed = extra description, what someone sees when they look at the object. Will put you in editor. Requires keywords that someone would use when they 'look' at the object.
   rmed = remove extra description
   actiondesc = typically used on food objects it is the action the player and others will see when the object is used.
   level = the minimum level a player must be to use the object. Defaults to level 5?
   weight = the weight of the object when in a persons inventory. Defaults to 1/1 and should stay that way.
   cost = the value of the item for resale.
   rent = not used.
   timer = optional decay timer, typically used on food or organic items.
   layers = setting a value on an item to allow multiple items be worn on the same wear_location.
            See HELP layers for more info.
   type = what type of object, being one of;
                 None           Light        Scroll     Wand           Staff       Weapon
                 Treasure       Armor        Potion     Trash          Container   Drinkcon
                 Key            Food         Money      Boat           Corpse_npc  Corpse_pc
                 Fountain       Pill         Blood      Bloodstain     Scraps      Pipe
                 Herbcon        Herb         Fire       Switch         Lever       Pullchain
                 Button         Trap         Map        Portal         Paper       Lockpick
                 Missileweapon  Projectile   Quiver     Shovel         Salve       Cook
                 Keyring        Gem          Mortar     Powder         Axe         Wood
                 Fish           Fishingpole  Piece      Furniture      Cleaner
   affect/  = apply an affect or affects to an object
   affected       Usage: oset <item> affect affected <affect flag>

                  Affect Flags:
                   blind      invisible   detect_evil  detect_invis
                   detect_magic  detect_hidden     sanctuary   faerie_fire
                   infrared          curse        poison       protect
                   paralysis          sneak          hide         sleep
                   charm         flying     pass_door      floating
                   truesight   detect_traps       scrying    fireshield
                   shockshield      iceshield       berserk   aqua_breath
                   acidmist    venomshield  detect_sneak       silence
                   nomove

                  Affected types:
                   weaponspell  <sn> Cast a spell on victim with every blow of a weapon.
                   wearspell  <sn> Cast a spell on wearer when object is worn.
                   removespell  <sn> Cast a spell on wearer when object is removed.
                   stripsn  <sn> Strips the specified <sn> from the wearer.
                   <skill> <modifier> Modifies a player's ability in a skill.
                       hit   <#> Increases the wearer's max hitpoints.
                      mana   <#> Increases the wearer's max mana/blood.
                      move   <#> Increases the wearer's max movement.
                   hitroll   <#> Increases the wearer's hitroll.
                   damroll   <#> Increases the wearer's damroll.
                     armor   <#> Increases the wearer's armor.
                   resistant <ris> <#> Makes the wearer resistant to the <ris>.
                       RIS types:
                                FIRE         WIND      EARTH     WATER     ICE        COLD
                                ELECTRICITY  ENERGY    BLUNT     PIERCE    SLASH      ACID
                                POISON       DRAIN     SLEEP     CHARM     NONMAGIC   MAGIC
                                PARALYSIS    HOLY      SHADOW
                  waitstate   <#> Makes the one it's used on have the specified waitstate.
                  stat <#> <#> <stat> Increases the wearer's specified stat.
                                Usage: oset <item> affect stat <stat> <amount>
                                Stats: luck, wisdom, charisma, strength, dexterity, constitution, intelligence   
   rmaffect = remove an affect on an object.
   wear = flags what the object does, if it can be worn, where it can be worn.
                  notake  head       ears      ear      eyes    face
                  neck    shoulders  shoulder  about    arm     wrists
                  wrist   hands      hand      fingers  finger  2hand
                  hold    waist      legs      leg      ankles  ankle
                  feet    foot
                 ** weapons use hold
   wear_loc = the location where the object is worn (set automatically based on wear flag)
   flags = additional flags for conditions of the object
                     FLAG     |         DESCRIPTION
                 -------------+-------------------------------------------------
                         GLOW | Can be seen in the dark
                        LOYAL | Returns to inventory on disarm
                        INVIS | Invisible
                        MAGIC | Prevents enchantment,  1 - 12 resist damage
                       NODROP | Can't be dropped
                        BLESS | 1 - 5 resist damage,  * 2 poison weapon duration
                    ANTI_GOOD | Zap if align above +350
                    ANTI_EVIL | Zap if align below -350
                 ANTI_NEUTRAL | Zap if align between -350 and +350
                     NOREMOVE | Can't be removed
                    INVENTORY | + 20 resist damage, ( Normally store items )
                      ORGANIC | - 1 - 5 resist damage
                        METAL | + 1 - 5 resist damage
                     DONATION | Prevents get all on containers
                   CLANOBJECT |  
                   CLANCORPSE |  
                       HIDDEN | Hidden
                     POISONED | Poisoned
                     COVERING |  
                     DEATHROT | Vanishes on death
                       BURIED | Buried
                    PROTOTYPE | Prototype object
                     NOLOCATE | Can't be located using locate spell
                    GROUNDROT | Slowly decays when on ground
                   PKDISARMED | Disarmed by another player
                      NOSCRAP | Won't scrap
                    ENCHANTED | It has been enchanted
                        QUEST | (Set on objects obtained from do_rewards)
                       LODGED | (Set on objects when they get lodged in the body)
                      PIERCED | (Set on objects when they have been pierced by a projectile)
                       RANDOM | Object's stats and requirements are random (based on current settings)
                  NOCONTAINER | Can't put this object into a container.
   values = value0, value1, value2, value3, value4, value5 are fields unique to the object type.
               VALUES ARMOR
                  V0 = Current Condition (ac)
                  V1 = Original Condition (ac)

                  There are two values used with armour class for objecttype Armor:
                  Value0: Variable amount based on level of item at repop.
                  Value1: Maximum repairable armor setting for the object.

                  Setting Value0 has no effect. It will re-adjust itself on repop based on the
                  repop level of the item. Setting Value1 below the expected repop value for Value0
                  will result in an item that cannot be repaired until Value0 drops below Value1's
                  setting. The listing below gives you a rough approximation of the values returned
                  by the MUD for Value0 based on level:

                  Level Invoked 	Value 0
                       1           1-3
                       10          3-5
                       20          6-8
                       30          8-10
                       40          11-13
                       50          13-15
	
                 The amount that Value0 is set to determines the amount the player's AC will be
                 adjusted. Different wear locations have a different multiplying effect on AC:
                 0 x Value 0 :   	Wield, Ears
                 1 x Value 0 :   	Arms, Finger, Neck, Feet, Hands, Shield, Waist, Wrist, Hold, Eyes.
                 2 x Value 0 :   	Head, Legs, About.
                 3 x Value 0 :   	Body. 
              VALUES AXE
                 V0 = Condition              (see condition types below)
                 V1 = Original Condition     (see condition types below)
              VALUES BLOOD
                 V0 = Capacity
                 V1 = Quantity
              VALUES BUTTON
                 V0 = Flags                  (see LEVERFLAGS below)
                 V1 = Vnum or Spell Number
                 V2 = Vnum
                 V3 = Vnum or Value
              VALUES CONTAINER
                 V0 = Capacity
                 V1 = Flags
                 Usage: oset <object> cflags <flag>
                 *Note* The flags are only going to work correctly if the object is
                  of the right object type (container, quiver).
                  CFlags or ContainerFlags
                      CLOSEABLE  PICKPROOF  CLOSED  LOCKED  EATKEY
                 If you wish to know the bitvectors you start at 1 for CLOSEABLE and multiply
                 it by 2 for the PICKPROOF bitvector and continue on for the others.
                 Example: CLOSEABLE = 1, PICKPROOF = 2, CLOSED = 4, ...
                 V2 = Key Vnum
                 V3 = Condition                (see condition types below)
                 V4 = Original Condition       (see condition types below)
              VALUES COOK
                 V0 = Food Value
                 V1 = Condition (0- = Bad - 10+ = Fresh)
                 V2 = Condition (0 = raw, 1 = roasted, 2 = over cooked, 3+ = burnt)
                 V3 = Poison?
              VALUES DRINKCON
                 V0 = Capacity
                 V1 = Quantity
                 V2 = Liquid Number
                      Number    Liquid Type         Affect
                        0        unknown             none
                        1        water               quench thirst
                        2        beer                drunk
                        3        wine                drunk
                        4        ale                 drunk
                        5        dark ale            drunk
                        6        whiskey             drunk
                        7        lemonade            quench thirst
                        8        firebreather        drunk
                        9        local specialty     drunk
                       10        slime mold juice    poison
                       11        milk                quench thirst
                       12        tea                 quench thirst
                       13        coffee              quench thirst
                       14        blood               affects BP's
                       15        salt water          none (to swim/fish in)
                       16        cola                quench thirst
                       17        mead                drunk
                       18        grog                drunk
                     Note: Liquids that are Alcoholic or Poisonous will affect a PC's mentalstate
                     for the worse.
                 V3 = Poison?
              VALUES FISH
                 V0 = Food Value
                 V1 = Condition (0- = Bad - 10+ = Fresh)
                 V2 = Condition (0 = raw, 1 = roasted, 2 = over cooked, 3+ = burnt)
                 V3 = Poison?
              VALUES FOOD
                 V0 = Food Value   (How much it decreases hunger)
                 V1 = Condition (0- = Bad - 10+ = Fresh)
                 V3 = Poison?
              VALUES HERB
                 V1 = Charges
                 V2 = Herb Spell Number
              VALUES HERBCON
                 V0 = Capacity
                 V1 = Quantity
                 V2 = Herb Spell Number
              VALUES KEY
                 V0 = (Number for the exit key, lock#)
              VALUES KEYRING
                 V0 = Capacity
                 V3 = Condition              (see condition types below)
                 V4 = Original Condition     (see condition types below)
              VALUES LEVER
                 V0 = Flags                  (see LEVERFLAGS below)
                 V1 = Vnum or Spell Number
                 V2 = Vnum
                 V3 = Vnum or Value
              VALUES LIGHT
                 V0 = Current Condition      (see condition types below)
                 V1 = Original Condition     (see condition types below)
                 V2 = Hours Left
              VALUES LOCKPICK
                 V0 = Condition              (see condition types below)
                 V1 = Original Condition     (see condition types below)
              VALUES MISSILEWEAPON
                 V0 = Condition              (see condition types below)
                 V1 = Number of Dice         (see determining weapon damage at end of page)
                 V2 = Size of Dice           (see determining weapon damage at end of page)
                 V3 = Weapon Type
                      Value3 | Type     | Weapons     | Skill
                     -------------------------------------------------------------
                         0   | hit      | general     |pugilism
                         1   | slice    | knife/sword |long blades
                         2   | stab     | dagger      |short blades
                         3   | slash    | sword       |long blades
                         4   | whip     | whip        |flexible arms
                         5   | claw     | claw        |talonous arms
                         6   | blast    | magical     |pugilism
                         7   | pound    | club/hammer |bludgeons
                         8   | crush    | club/hammer |bludgeons
                         9   | bite     |             |pugilism
                        10   | pierce   | dagger      |short blades
                        11   | suction  |             |pugilism
                        12   | bolt     | crossbow    |missile weapons
                        13   | arrow    | bow         |missile weapons
                        14   | dart     | pipe        |missile weapons
                        15   | stone    | sling       |missile weapons
                        16   | pea      | peashooter  |missile weapons
                 V4 = Range
              VALUES MONEY
                 V0 = Amount (Under a Billion)
              VALUES MORTAR
                 V0 = Number of Uses Left
              VALUES PIECE
                 V0 = Vnum of what it connects to
                 V1 = Vnum it creates when it's connected
              VALUES PILL
                 V0 = Spell Level
                 V1 = Spell Number
                 V2 = Spell Number
                 V3 = Spell Number
                 V4 = Food Value (How much it decreases hunger)
                 V5 = (Set to 1 if you want it so spells can be concocted into it)
              VALUES PIPE
                 V0 = Capacity
                 V1 = # of Draws Left
                 V2 = Herb Spell Number
                 V3 = Pipe flag
                       # | Flag           | Description
                      --- ---------------- ------------------------------------------------
                       1 | PIPE_LIT       | Pipe is lit (required for smoking)
                       2 | PIPE_GOINGOUT  | Pipe is about to go out
                       4 | PIPE_FULLOFASH | Pipe is full of ashes, and needs to be emptied.
              VALUES POTION
                 V0 = Spell Level
                 V1 = Spell Number
                 V2 = Spell Number
                 V3 = Spell Number
                 V5 = (Set to 1 if you want it so spells can be brewed onto it)
              VALUES PROJECTILE
                 V1 = Number of Dice           (see determining weapon damage at end of page)
                 V2 = Size of Dice             (see determining weapon damage at end of page)
                 V3 = Weapon Type              (see Values Missileweapon above)
              VALUES PULLCHAIN
                 V0 = Flags                    (see LEVERFLAGS below)
                 V1 = Vnum or Spell Number
                 V2 = Vnum
                 V3 = Vnum or Value
              VALUES QUIVER
                 V0 = Capacity
                 V1 = Flags                    (see Values Container above)
                 V2 = Key Vnum
                 V3 = Condition                (see condition types below)
                 V4 = Original Condition       (see condition types below)
              VALUES SALVE
                 V0 = Spell Level
                 V1 = Charges
                 V2 = Delay
                 V3 = Spell Number
                 V4 = Spell Number
                 V5 = Spell Number
              VALUES SCROLL
                 V0 = Spell Level
                 V1 = Spell Number
                 V2 = Spell Number
                 V3 = Spell Number
                 V5 = (Set to 1 if you want it so spells can be scribed onto it)
              VALUES SHOVEL
                 V0 = Condition                (see condition types below)
                 V1 = Original Condition       (see condition types below)
              VALUES STAFF
                 V0 = Spell Level
                 V1 = Max Charges
                 V2 = Charges
                 V3 = Spell Number
              VALUES SWITCH
                 V0 = Flags                     (see LEVERFLAGS below)
                 V1 = Vnum or Spell Number
                 V2 = Vnum
                 V3 = Vnum or Value
              VALUES TRAP
                 V0 = Charges
                 V1 = Type
                      Num.   |   Description
                      -----------------------
                       1         Poison gas
                       2     |   Poison dart
                       3     |   Poison needle
                       4     |   Poison dagger
                       5     |   Poison arrow
                       6     |   Blindness gas
                       7     |   Sleeping gas
                       8     |   Flame
                       9     |   Explosion
                      10     |   Acid Spray
                      11     |   Electric shock
                      12     |   Blade
                 V2 = Level
                 V3 = Flags
                      Trap Flag | Description
                      -------------------------------------------------------
                           ROOM | Trap is in a room
                            OBJ | Trap is on an object
                          ENTER | Trap is triggered by entering the room
                          LEAVE | Trap is triggered by leaving the room
                           OPEN | Trap is triggered by opening
                          CLOSE | Trap is triggered by closing
                            GET | Trap is triggered by getting the object
                            PUT | Trap is triggered by putting the object
                        EXAMINE | Trap is triggered by examining the object
                           PICK | Trap is triggered by picking the object
                         UNLOCK | Trap is triggered by unlocking the object
                          NORTH | Trap is triggered by moving north
                          SOUTH | Trap is triggered by moving south
                           EAST | Trap is triggered by moving east
                           WEST | Trap is triggered by moving west
                             UP | Trap is triggered by moving up
                           DOWN | Trap is triggered by moving down
                             NE | Trap is triggered by moving northeast
                             NW | Trap is triggered by moving northwest
                             SE | Trap is triggered by moving southeast
                             SW | Trap is triggered by moving southwest
              VALUES WAND
                 V0 = Spell Level
                 V1 = Max Charges
                 V2 = Charges
                 V3 = Spell Number
              VALUES WEAPON
                 V0 = Condition                         (see condition types below)
                 V1 = Number of Dice                    (see determining weapon damage at end of page)
                 V2 = Size of Dice                      (see determining weapon damage at end of page)
                 V3 = Weapon Type                       (see Values Missileweapon above)
              VALUES WOOD
                 V0 = Time added to fire when using makefire.
  

              OBJECT/WEAPON/ARMOR CONDITION TYPES

              Value   |   Condition
             -------------------------------
               0      |   broken
               1      |   almost broken
               2      |   practically worthless
               3      |   very badly worn
               4      |   in dire need of repair
               5      |   in great need of repair
               6      |   in need of repair
               7      |   a little rundown
               8      |   showing a bit of wear
               9      |   in good shape
              10      |   in very good condition
              11      |   in excellent condition
              12      |   in superb condition
              

   Example:
   --------

   >oset 21054 short A jeweled longsword
    The short has been set.
    The prototype short has been set.

   >oset 21054 long A jeweled longsword sparkles on the ground.
    Long has been set.
    Prototype Long has been set.

   >oset 21054 ed jeweled sword longsword (puts you in editor mode)
    Begin entering your text now (/? = help /s = save /c = clear /l = list)
    -----------------------------------------------------------------------
   > 
   The colourful jewels on the hilt of this longsword sparkle in the
   > 
   light. The sword is long and thin and considerably lightweight
   > 
   despite being made of silver.
   > 
   /s
   Editing has stopped.

   (results of ed)
   >l sword
    The colourful jewels on the hilt of this longsword sparkle in the
    light. The sword is long and thin and considerably lightweight
    despite being made of silver.

   >oset 21054 type weapon
    Type set.
    Prototype Type set.

   >oset 21054 wear hold
    hold wear flag set.
    hold index wear flag set.

   >oset 21054 flags glow
    glow flag set.
    glow index flag set.

   or can set more than one flag at a time;
   >oset 21054 flags bless enchanted metal
    bless flag set.
    bless index flag set.
    enchanted flag set.
    enchanted index flag set.
    metal flag set.
    metal index flag set.

   >oset 21054 value0 12
    Value0 set.
    Prototype Value0 set.

   >oset 21054 value1 12
    Value1 set.
    Prototype Value1 set.

   >oset 21054 value2 12
    Value2 set.
    Prototype Value2 set.

   >oset 21054 value3 3
    Value3 set.
    Prototype Value3 set.

   >oset 21054 flags prototype    - when finished
    prototype flag removed.
    prototype index flag removed.

4. Once prototype flag is removed the object can be set into the area.
5. Use SAVEAREA often to save completed work as you progress in case of a dreaded MUD crash.
   Usage: savearea [<area filename>]
   This command allows you to save a prototype area.
6. See RESETS.TXT for how to create resets for your area.


OTHER USEFUL COMMANDS FOR OBJECT BUILDING
-------------------------------------------

- Use OSTAT to display information about an existing object.
  
   Usage: ostat <object>
   This command allows you to see the statistics on an object.

   Example of object created above;

  ostat 21054
  Name: jeweled sword longsword
  Vnum: 21054
  Type: 5[weapon]
  Count: 1(1)
  Short description : A jeweled longsword
  Long description  : A jeweled longsword sparkles on the ground.
  Desc              : Not Set
  Action description: Not Set
  Wear flags : hold
  Extra flags: glow bless metal enchanted
  Index Programs: 
  Number: 1/1   Weight: 1/1   Layers: 0
  Wear_loc: 28(hold1)
  Cost: 0
  Requirements:
       Level:   5(  0)     Strength:   0(  0) Intelligence:   0(  0)
      Wisdom:   0(  0)    Dexterity:   0(  0) Constitution:   0(  0)
    Charisma:   0(  0)         Luck:   0(  0) 
  Carried by: Hanaisse
  Index Values : 12 12 12 3 -1 -1.
  Object Values: 12 12 12 3 -1 -1.
  Primary description keywords:   'jeweled sword longsword'.

- Use OLIST to display a list of all objects and vnums in your area.

   Usage: olist [free] [<start vnum>] [<end vnum>]
   If nothing is specified it will show all objects in the area.
   If free is specified it will show all free object vnums in the area.
   If <start vnum> is used it will show all objects at and after that vnum.
   If <end vnum> is used it will show all objects from the start to the end vnum.

- Use ODELETE to delete an object in your area.

   Usage: odelete <vnum>
   This command allows you to remove the specified object vnum from the mud.

- Use OWHERE to find objects of a particular name.

   Usage: owhere <name>
   This command will show you the locations of all objects with a particular name
   currently in the game.

- Use OINVOKE to create an additional instance of an object. This does not tie the object to a reset.

   Usage: oinvoke <vnum>/<keyword> [<level>]
   This command allows you to invoke an instance of the specified object.

- Use OFIND to find objects of a particular name.
  
   Usage: ofind <name>
   This command will show all objects with the specified name.



OBJECT PROGRAMS
------------------
(See mudprograms.txt for more information on programs)

- Use OPEDIT to create/edit/delete object programs.

   Usage:  opedit <object> <command> [number]  [program] [arguments]
           opedit <object> add       <program> <arguments>
           opedit <object> insert    <number>  <program> <arguments>
           opedit <object> edit      <number>  [program] [arguments]
           opedit <object> delete    <number>
 
          Add, insert and edit will put you into the line editor to edit your program.
          The arguments consist of a trigger, plus any arguments associated with that
          trigger.  Object programs are like mobprograms, with trigger differences.
          To edit an Objprogram, you must be holding the object in your inventory.

- Use OPCOPY to copy an object program from one object to another.

   Usage: opcopy <object1> <program> [number] <object2>
          opcopy <object1> all <object2>
          opcopy <object1> all <object2> <program>

   Program being one of:
    act speech rand wear remove sac zap get
    drop damage repair greet exa use
    pull push (for levers,pullchains,buttons)

   Object should be in your inventory to edit.
   This command allows all/specified program(s) to be copied from one object to
   another one.

- Use OPSTAT to display any programs on an object.

   Usage: opstat <object> full/<program #>
   This command will display all of the object programs that have been written
   for the specified object.


CREATING TRAPS
----------------

A trap is an object, created with oset using objecttype: trap. Traps can be used to inflict damage on NPC's or PC's if the player has the trapset skill.

See VALUES TRAP above for the additional fields (over and above the oset fields) required to create a trap.

Example;

ocreate <vnum> 31 trap  	         makes a prototype of ovnum 31, gives keyword "trap"
oset <vnum> v0 10 	                sets the number of charges to 10
oset <vnum> v1 6 	                sets the trap type to "blinding gas"
oset <vnum> v2 200 	                sets the damage level from 200-400
oset <vnum> trapflags obj examine    makes the trap trigger when examined

Note: You must always add all the trap flags you want on each oset. For instance, if you "oset vnum trapflags room" and then "oset vnum trapflags enter", only the value for "enter" will be applied to v3 of the item. You must "oset vnum trapflags room enter".

For an object trap, whether the object is a container or not, you need to reset your "trap" into the object you want to trap. If you want to trap an object on "examine" that's not a container, you will still need to add the reset via: reset trap obj <trapvnum> <object vnum> [limit]

For a room trap, simply drop the trap, and instaroom.

For Resets;

  Usage: reset trap room <type> <charges> [flags]
  Usage: reset trap obj <name> <type> <charges> [flags]



LEVERS, SWITCHES, BUTTONS AND PULLCHAINS
------------------------------------------

Levers, switches, pullchains and buttons can do all sorts of interesting things... open or unlock doors, change exits around, teleport you to another location, cast a spell, summon a monster... you name it! They are created with oset using objecttype: (one of)lever switch button pullchain

They are triggered by the commands PUSH and PULL.

See VALUES LEVER, VALUES SWITCH, VALUES BUTTON, VALUES PULLCHAIN above for the additional fields required to create.

   Usage: oset <object> tflags <flag>
   *Note* The flags are only going to work correctly if the object is
         of the right object type (lever, switch, button, pullchain).


     Lever, Switch, Button, Pullchain TFLAGS
 
     Flag Name      |     Description
    -----------------------------------

        UP          |   Trigger is UP
        UNLOCK      |   Trigger unlocks something
        LOCK        |   Trigger locks something
        D_NORTH     |   Affects the north exit
        D_SOUTH     |   Affects the south exit
        D_EAST      |   Affects the east exit
        D_WEST      |   Affects the west exit
        D_UP        |   Affects the exit up
        D_DOWN      |   Affects the exit down
        D_NORTHEAST |   Affects the exit northeast
        D_NORTHWEST |   Affects the exit northwest
        D_SOUTHEAST |   Affects the exit southeast
        D_SOUTHWEST |   Affects the exit southwest
        D_SOMEWHERE |   Affects the exit somewhere
        DOOR        |   Affects a door
        CONTAINER   |   Affects a container
        OPEN        |   Opens something
        CLOSE       |   Closes something
        PASSAGE     |   Creates a passage
        OLOAD       |   Loads up an object
        MLOAD       |   Loads up a mobile
        TELEPORT    |   Teleports the puller
        TELEPORTALL |   Teleports everyone in the room
        TELEPORTPLUS|   Teleports everything in the room
        DEATH       |   Causes instant death
        CAST        |   Casts a spell (sn in value1)
        RAND4       |   Randomizes the exits N, S, E, W
        RAND6       |   Randomizes the exits N, S, E, W, U, D
        RAND10      |   Randomizes the exits N, S, E, W, U, D, NE, NW, SE, SW
        RAND11      |   Randomizes the exits N, S, E, W, U, D, NE, NW, SE, SW, Somewhere
        SHOWROOMDESC|   Show room description on teleport
        AUTORETURN  |   Automatically returns lever to starting position


Currently you can only set one flag at a time. If you think you've got the wrong flags on an item, "oset <item> v0 0" will reset the item to no flags. Some of the flags operate on their own, others require other flags to be set before they will work.

Flags affecting doors are :
unlock, lock, d_north, d_south, d_east, d_west, d_up, d_down, door, open, close, passage

In order for any of these flags to work, a lever must have at least "door" set. Once you've set the "door" flag, you will need to specify the direction you want.

The "passage" flag will open a passage from the vnum specified in value1, to the vnum specified in the lever's value2.

For instance: A lever with the "door", "d_north", and "passage" flags set, with a vnum of 10 in v1, and 11 in v2, when used, it will create a passage (oneway) from 10 to 11 to the north.

The other door affecting flags are pretty obvious. A lever with the flags "door", "d_north", and "unlock" set, with a vnum in v1 of 21000 would unlock the north door at 21000 when used. Levers with more than one flag will all occur. Doors can be "unlocked, opened, closed, locked" all in one lever use.


Flags affecting teleport are :
teleport, teleportall, teleportplus, showroomdesc

In order for any of the teleport flags to work, the item must have the "teleport" flag set. "Teleportall" teleports all players/mobs in the room to the vnum specified in v1 of the object. "Teleportplus" teleports all mobs/players/objects in the room to the vnum specified in v1. The standard is to teleport the player, but not show the room description to them. If you set the flag "showroomdesc" it will automatically show the room description to all players that were teleported.

Rand4 randomizes doors 0-3 in the specified room vnum in v1.
Rand6 randomizes doors 0-5 in the specified room vnum in v1.
Autoreturn keeps a lever in one position after it has been push/pulled.
Setting this option will make a lever "pull" only, or "push" only.



DETERMINING WEAPON DAMAGE
----------------------------

The damage a weapon does depends on the values you set when you make the
object. Value1 refers to the number of die used, and Value2 refers to the
number of sides on the die used.

Example: Val1=5, Val2=4  generates a damage range of 5-20 (ave 13). This assumes
that you are rolling five 4-sided dice  If every die came up with 1, your lowest
possible value would be 5, while if every die came up 4, then your highest
possible value would be 20.

If no values are specified, the MUD will generate the appropriate damage done by
the weapon based on its level.

This table is intended to use as a guideline when generating damage for weapons,
it's based on the numbers the MUD generates;
        Level     |   Av. Damage
          1       |      1-6(3)
          5       |      2-10(6)
         10       |      5-13(9)
         15       |      5-17(11)
         20       |      6-22(14)
         25       |      10-24(17)
         30       |      8-30(19)
         35       |      11-32(21)
         40       |      12-38(25)
         45       |      14-41(27)
         50       |      15-43(29)

