Difference between revisions of "Items(CoffeeMUD)"
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{{CoffeeMUDWikiTOC}} | {{CoffeeMUDWikiTOC}} | ||
{{CoffeeMUDItemsTOC}} | {{CoffeeMUDItemsTOC}} | ||
+ | __NOTOC__ | ||
+ | Items are things which can be manipulated by MOBs, whether they can be touched, held, looked at or interacted in some other way. Items are what players strive to collect and use. | ||
+ | =Item Level= | ||
+ | All items have a level, which determines how players can interact with an item. Players may equip items of their overall character level or lower, with some expertises enabling characters to equip higher level items. Players may pick up (or [[GET]]) items up to 10(?) levels higher than their current level. | ||
+ | ==Power Level== | ||
+ | Some abilities may allow a character to gain more information on items, including a power level. Power level is a calculated number which relays the approximate level the item would be if it were a normal, non-improved version of itself using the standard CoffeeMUD item creation calculations. Generally speaking, an item with a higher power level is more powerful than an item with a lower power level. | ||
=Item Types= | =Item Types= | ||
CoffeeMUD supports a large variety of item types, with each item type having some common features. | CoffeeMUD supports a large variety of item types, with each item type having some common features. | ||
− | ==Armor== | + | ==[[:Category:ITEM(ARMOR)|Armor]]== |
Armor is anything that is worn by a MOB or player as a type of clothing or protection. It includes clothing, jewelry, backpacks, iouon stones, and pretty much anything equipped with a [[WEAR]] command except weapons and, in some cases, held items. | Armor is anything that is worn by a MOB or player as a type of clothing or protection. It includes clothing, jewelry, backpacks, iouon stones, and pretty much anything equipped with a [[WEAR]] command except weapons and, in some cases, held items. | ||
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+ | ===Wear Location=== | ||
+ | Items can cover a single wear location or multiple wear locations. While some armors may be worn on progressively higher [[:Category:ITEM(ARMOR)#Armor Layers|layer levels]], only the outermost layer provides armor and bonuses. | ||
+ | |||
+ | ===Capacity=== | ||
Some armors can also contain items of particular types. For example, a belt may allow a character to sheath weapons in it. Bracers and boots sometimes allow dagger-class weapons to be stored in them. | Some armors can also contain items of particular types. For example, a belt may allow a character to sheath weapons in it. Bracers and boots sometimes allow dagger-class weapons to be stored in them. | ||
− | ==Weapon== | + | ===[[:Category:ITEM(LIMB)|Prosthetics]]=== |
+ | Certain items may be worn in place of a missing body part. These prosthetics are generically referred to as limbs. Limb replacements do not count against armor wear restrictions for any class, so material of your limb will not affect your spell casting. Each limb replacement may only be worn in the specified slot of a missing limb. The limb replacement will not natively restore any lost capability (a human with 2 glass eyes will still be blind), but the limb replacement may be enchanted with the right abilities. | ||
+ | |||
+ | ==[[:Category:ITEM(WEAPON)|Weapon]]== | ||
A weapon is equipped in the WIELD position, and normally improves the amount of damage you do in combat. | A weapon is equipped in the WIELD position, and normally improves the amount of damage you do in combat. | ||
*Weapons normally require only one hand to use, but larger weapons require two hands (your WIELD and HELD equipment positions). Some skills allow characters to also use additional weapons equipped in the HELD position (such as two-weapon fighting). | *Weapons normally require only one hand to use, but larger weapons require two hands (your WIELD and HELD equipment positions). Some skills allow characters to also use additional weapons equipped in the HELD position (such as two-weapon fighting). | ||
*Weapons have varying weapon classifications (Weapon Types), and varying damage types. | *Weapons have varying weapon classifications (Weapon Types), and varying damage types. | ||
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− | + | ==[[:Category:ITEM(CONTAINER)|Container]]== | |
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Containers hold items. Containers that are held, like bags, or are intended to sit in a room, like bookshelves and chests, should be listed in this category. Sometimes armors that are worn in other locations, like backpacks and belts, can contain items as well, but those should be listed as armors. Drinks, while often encased in a container, are generally listed under the Consumables section. | Containers hold items. Containers that are held, like bags, or are intended to sit in a room, like bookshelves and chests, should be listed in this category. Sometimes armors that are worn in other locations, like backpacks and belts, can contain items as well, but those should be listed as armors. Drinks, while often encased in a container, are generally listed under the Consumables section. | ||
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===Dissertation=== | ===Dissertation=== | ||
− | + | Dissertation may be read in order to learn the skill it is written about. | |
===Journal=== | ===Journal=== | ||
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==Instrument== | ==Instrument== | ||
[[Minstrel(Bard)|Minstrels]] use music instruments to [[PLAY|play]] their songs. Some songs require specific types of musical instruments, while others merely require that the minstrel has a musical instrument equipped. | [[Minstrel(Bard)|Minstrels]] use music instruments to [[PLAY|play]] their songs. Some songs require specific types of musical instruments, while others merely require that the minstrel has a musical instrument equipped. | ||
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==Consumable== | ==Consumable== | ||
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===Drink=== | ===Drink=== | ||
Drink provides a character with quenching to ward off thirst. Each drink item will have a primary material type (of container), the current type of liquid held, a quench value per DRINK command, and a total number of drink held. Drinks may also have lids. | Drink provides a character with quenching to ward off thirst. Each drink item will have a primary material type (of container), the current type of liquid held, a quench value per DRINK command, and a total number of drink held. Drinks may also have lids. | ||
− | *Some drinks may provide special effects. | + | *Some drinks may provide special effects, such as inebriation from alcohol. |
*Potions are a subtype of a drink. | *Potions are a subtype of a drink. | ||
+ | **The item level of a potion affect the effectiveness of a potion. Potions with malicious affects that are significantly lower than the imbiber may be resisted. Low leve potions with beneficial affects will have shorter durations and less overall effectiveness than higher level potions (for example, a lower level cure light wounds potion would heal less than a higher level cure light wounds potion). | ||
+ | |||
===Perfume=== | ===Perfume=== | ||
Perfumes are applied to the body to provide a favorable aroma. Perfumes have a container material, a liquid type, amount of perfume per application and a total amount of perfume. Perfumes may have lids. | Perfumes are applied to the body to provide a favorable aroma. Perfumes have a container material, a liquid type, amount of perfume per application and a total amount of perfume. Perfumes may have lids. | ||
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===Key=== | ===Key=== | ||
Keys are used to open locks. Each key works on a specific set of locks. | Keys are used to open locks. Each key works on a specific set of locks. | ||
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===Resource=== | ===Resource=== | ||
Resources are material components used for crafting. They often are found with gathering skills. | Resources are material components used for crafting. They often are found with gathering skills. | ||
*Since some resources are also basic foods, there are nourishment and number of uses fields, which should be left blank for non-consumable resources. | *Since some resources are also basic foods, there are nourishment and number of uses fields, which should be left blank for non-consumable resources. | ||
*The area field should only be used for specific resource items that are found without gathering skills, or special resource items that can ONLY be found in certain areas. | *The area field should only be used for specific resource items that are found without gathering skills, or special resource items that can ONLY be found in certain areas. | ||
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===Light Source=== | ===Light Source=== | ||
Lanterns, torches and other lights fall under this category. While it is certainly possible for other items to be light sources (such as magic swords), if the item's sole purpose is to provide light, then it probably belongs in this category. | Lanterns, torches and other lights fall under this category. While it is certainly possible for other items to be light sources (such as magic swords), if the item's sole purpose is to provide light, then it probably belongs in this category. | ||
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*Use [[PUT OUT]] command to extinguish a light source, preserving it's burning duration. | *Use [[PUT OUT]] command to extinguish a light source, preserving it's burning duration. | ||
*Most light source items do not have the "IS LIGHT SOURCE" disposition flag set to YES. | *Most light source items do not have the "IS LIGHT SOURCE" disposition flag set to YES. | ||
+ | ===Miscellaneous=== | ||
+ | Use this for any item that doesn't fit in any of the above categories. | ||
=Notes= | =Notes= | ||
. | . |
Latest revision as of 05:53, 13 March 2021
CoffeeMUD |
---|
Administrator Builder Player |
=CoffeeMUD Player Information= | |||
---|---|---|---|
Basics | Info Commands Socials Combat Groups | Character | Stats Races Classes Abilities Expertises Achievements |
World | Deities Areas Property Quests Clans Triumphs | Items | Items Crafting Ships |
=Items= |
---|
Armors Weapons Containers Mountables Readables Wands Staffs Instruments Consumables Other Items |
Items are things which can be manipulated by MOBs, whether they can be touched, held, looked at or interacted in some other way. Items are what players strive to collect and use.
Item Level
All items have a level, which determines how players can interact with an item. Players may equip items of their overall character level or lower, with some expertises enabling characters to equip higher level items. Players may pick up (or GET) items up to 10(?) levels higher than their current level.
Power Level
Some abilities may allow a character to gain more information on items, including a power level. Power level is a calculated number which relays the approximate level the item would be if it were a normal, non-improved version of itself using the standard CoffeeMUD item creation calculations. Generally speaking, an item with a higher power level is more powerful than an item with a lower power level.
Item Types
CoffeeMUD supports a large variety of item types, with each item type having some common features.
Armor
Armor is anything that is worn by a MOB or player as a type of clothing or protection. It includes clothing, jewelry, backpacks, iouon stones, and pretty much anything equipped with a WEAR command except weapons and, in some cases, held items.
Wear Location
Items can cover a single wear location or multiple wear locations. While some armors may be worn on progressively higher layer levels, only the outermost layer provides armor and bonuses.
Capacity
Some armors can also contain items of particular types. For example, a belt may allow a character to sheath weapons in it. Bracers and boots sometimes allow dagger-class weapons to be stored in them.
Prosthetics
Certain items may be worn in place of a missing body part. These prosthetics are generically referred to as limbs. Limb replacements do not count against armor wear restrictions for any class, so material of your limb will not affect your spell casting. Each limb replacement may only be worn in the specified slot of a missing limb. The limb replacement will not natively restore any lost capability (a human with 2 glass eyes will still be blind), but the limb replacement may be enchanted with the right abilities.
Weapon
A weapon is equipped in the WIELD position, and normally improves the amount of damage you do in combat.
- Weapons normally require only one hand to use, but larger weapons require two hands (your WIELD and HELD equipment positions). Some skills allow characters to also use additional weapons equipped in the HELD position (such as two-weapon fighting).
- Weapons have varying weapon classifications (Weapon Types), and varying damage types.
Container
Containers hold items. Containers that are held, like bags, or are intended to sit in a room, like bookshelves and chests, should be listed in this category. Sometimes armors that are worn in other locations, like backpacks and belts, can contain items as well, but those should be listed as armors. Drinks, while often encased in a container, are generally listed under the Consumables section.
Capacity
The capacity value of a container is the maximum weight of the container plus all of the contents of a container.
Mountable
Mountable items are often used for transporting heavy goods, or reducing the movement cost for travel. Animals that can be mounted are not mountable items, they are mountable MOBs.
- All Mountables have a maximum capacity of how many mobs can sit at them (or climb them).
- MOB weight does NOT count against the storage capacity of an item.
- The capacity value of a container is the maximum weight of the container plus all of the contents of a container.
Carts and Wagons
Carts and Wagons are large, generally wheeled, objects that are meant to be moved from room to room. These can include things like wheelbarrows that are pushed to wagons that are drawn by horses.
- If you have sufficient Strength, you can PUSH or PULL the cart from room to room.
- In order to attach a wagon to a horse (or other mountable animal), use the command MOUNT CART HORSE.
- In order to detach a wagon from a horse, use the command DISMOUNT WAGON.
Boats and Ships
Boats are mountables that float on water. Boats obey all of the general rules of mountables listed above.
- In order to move from room to room in a boat, you use the normal movement commands. Boats may only be used in water rooms, shores and docks.
Ships are very large watercraft with very special rules.
For more information on either of these watercraft, see Ships.
Climbing aids
Ladders and other such items can be used as climbing aids. To use a ladder, DROP the ladder in a room in which you which to climb (up or down). Then, you may use the UP or DOWN command without invoking the climb skill.
Furniture
Furniture includes a large variety of items. Most of them allow you to sit on/at them, such as a desk or sofa. Some types of furniture are more decorative or functional. Note, some furniture, such as chests and bookshelves, fall under the Container category instead of the Mountable category.
Type | Mountable | Notes |
---|---|---|
Table | SIT | Allows you to take a seat. |
Desk | SIT | Allows you to take a seat. |
Bed | SLEEP | Allows for increased hit point, mana and movement regeneration while you sleep (above normal sleeping on the floor). |
Stove | NO | Allows you to use the stove's flame for cooking and other skills. Once the stove is PUT OUT it cannot be relit. |
Fountain | NO | Allows nearly unlimited water supply. Will dry up in a drought, but can be refilled. |
Readable
There are many types of items in CoffeeMUD whose purpose is to store written information. Each one behaves a little differently.
Scroll
Scrolls are readables that store an ability, normally a spell, prayer or chant. In order to use a scroll, one must use the READ MAGIC spell.
Map
Maps are text-drawn pictures of areas, regions or some other directions. Maps can be auto generated with the mapmaking skill, or hand drawn.
Title
Titles are deeds of ownership for real estate or a ship.
Recipe
Recipes allow the holder to craft items recorded on them, if the user has the appropriate crafting skill. Each Recipe readable may only have recipes from one crafting skill. However, depending on the recipe readable, one or more recipes may be stored on it.
Dissertation
Dissertation may be read in order to learn the skill it is written about.
Journal
A journal is an enumerated listing of posts that can be read and replied to.
Book
A book is similar to a journal, in that it has an enumerated list of items. Unlike a journal, books cannot be appended without special publishing skills.
- All books have a Table of Contents.
Wand
Wands are special items primarily used by mages to cast spells that have been stored in the wand. Wands are held in the off-hand position, allowing the users to wield a one-handed weapon while having a wand equipped.
- Each wand has a single spell stored in it at any given time.
- In order to use the wand, the character must have the Wands skill and know the wand's codeword.
- The character activates the wand by SAYing the command word, as well as a target.
- For example, if the command word was ZAT, then SAY ZAT ORC would use the wand on the orc.
- Wands can be recharged with the Recharge Wand spell.
- Empty wands can be enchanted with the Enchant Wand spell.
- Empty wands can be crafted with various crafting skills.
- Wands can be emptied of their spells with the Disenchant Wand spell.
Staff
There are multiple variations of staffs in CoffeeMUD, just as there are multiple ways to spell staves. The simplest form of staffs are simple, two-handed, blunt weapons, and should be documented on the wiki as weapons. However...staves could be one-handed weapons, or, they could be magical weapons with charges to cast a stored spell from, similar to a Wand. This second form of staff should be categorized as a Staff instead of a weapon, although it serves both functions and still benefits from all of the skills and expertises of the weapon staff.
Instrument
Minstrels use music instruments to play their songs. Some songs require specific types of musical instruments, while others merely require that the minstrel has a musical instrument equipped.
Consumable
The consumables group mostly consists of items that are eaten or drunk, but also includes perfumes applied to the body.
Food
Food provides a character with nourishment to ward off hunger. Each food item will have a primary material type, a nourishment value per EAT command, and a total number of bites available to eat.
- Some food may provide special effects.
- Pills are a subtype of Food.
Drink
Drink provides a character with quenching to ward off thirst. Each drink item will have a primary material type (of container), the current type of liquid held, a quench value per DRINK command, and a total number of drink held. Drinks may also have lids.
- Some drinks may provide special effects, such as inebriation from alcohol.
- Potions are a subtype of a drink.
- The item level of a potion affect the effectiveness of a potion. Potions with malicious affects that are significantly lower than the imbiber may be resisted. Low leve potions with beneficial affects will have shorter durations and less overall effectiveness than higher level potions (for example, a lower level cure light wounds potion would heal less than a higher level cure light wounds potion).
Perfume
Perfumes are applied to the body to provide a favorable aroma. Perfumes have a container material, a liquid type, amount of perfume per application and a total amount of perfume. Perfumes may have lids.
Other
Cage
Cages are used to contain MOBs (but not Player MOBs). They require the cage skill to use properly, and the MOB must be immobilized to be successfully caged.
Key
Keys are used to open locks. Each key works on a specific set of locks.
Resource
Resources are material components used for crafting. They often are found with gathering skills.
- Since some resources are also basic foods, there are nourishment and number of uses fields, which should be left blank for non-consumable resources.
- The area field should only be used for specific resource items that are found without gathering skills, or special resource items that can ONLY be found in certain areas.
Light Source
Lanterns, torches and other lights fall under this category. While it is certainly possible for other items to be light sources (such as magic swords), if the item's sole purpose is to provide light, then it probably belongs in this category.
- If a light source is not destroyed on burnout, then it can be refilled with lamp oil to be used again. Use the HOLD command to activate a light source.
- Use PUT OUT command to extinguish a light source, preserving it's burning duration.
- Most light source items do not have the "IS LIGHT SOURCE" disposition flag set to YES.
Miscellaneous
Use this for any item that doesn't fit in any of the above categories.
Notes
.