Items(CoffeeMUD)
CoffeeMUD |
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Administrator Builder Player |
=CoffeeMUD Player Information= | |||
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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= |
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Armors Weapons Containers Mountables Readables Wands Staffs Instruments Consumables Other Items |
Contents
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.
Armor Wear Locations
Items can cover a single wear location or multiple wear locations.
Location | Description | Common worn items |
---|---|---|
Head | This generally refers to a cap, helmet or crown-type of item worn over the back of the skull, top of the head, or forehead. | Cap, Crown, Helmet, Halo |
Eyes | This refers to anything worn in front of the eyes, and is assumed to be translucent/transparent. | Eyeglasses, Sunglasses, Monacles, Brow piercings |
Ears | This generally refers to items worn on the earlobes. | Earrings, Ear muffs, Headphones, Ear plugs |
Nose | This generally refers to jewelry worn on the nose. | Nose Piercings |
Mouth | This generally refers to items held by the mouth, tongue or lips. | Lip rings, Tongue Rings, Cigarettes, Pipes, Gags |
Neck | Items worn about the neck. | Necklaces, Gorgets, Collars |
Arms | This location encompasses both upper arms and shoulders. There is one ARMS location per pair of arms. | Armbands, Spaulders, Sleeves |
Wrists | There is one WRIST location per ARM that a MOB has (Left Wrist, Right Wrist, Left Wrist, Right Wrist, etc for multi-armed mobs). This covers items worn on the lower arm up to the base of the hand. | Bracelets, watches, bangles and bracers. |
Hands | There is one HANDS location per PAIR of Arms. | Gloves, Hand jewelry |
Finger | There is one finger per ARM that a MOB has that can wear magical jewelry. | Rings |
Held | This location is assumed to be your off-hand, and is always the first hand you lose if amputated (doesn't matter if it is left or right hand). | Wood, waterskin, torch, bags, lanterns, or anything else that can be carried but not normally worn. |
Torso | The chest or underbelly of the creature. | shirts, bras, and other similar garments. |
Back | The back of the torso. | Backpacks and capes. |
Body | This wear location includes large bulky garments that cover most of the body. | cloak, poncho, bandolier, sleeping bag or other large garment. |
Waist | This location is generally used for belts and girdles. | Belt, Girdle |
Legs | There is one LEGS location per PAIR of legs. The Legs location includes the lower abdomen and must be uncovered in order to conceive birth during mating. | Pants, Skirts, Leggings, Peg Legs |
Feet | There is one FEET location per pair of legs. | Shoes, Boots, Sandals, Horseshoes |
Floating Nearby | This location is reserved for items that hover near the character | Iouon Stones |
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
A weapon is equipped in the WEILD 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.
Weapon Types
Weapon Type | Sample weapons | Notes |
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Axe | Hatchet, Axe, Woodcutter's Axe, Bipenis Axe, Battle Axe, Dwarven Axe | |
Blunt
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Club, Sai, Cudgel, Sap, Staff
|
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Edged
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Sickle, Scissors, Dagger, Knife
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Includes all DAGGER type weapons |
Hammer | Hammer, Maul, Mallet | |
Karate | Brass Knuckles, Cat Claws, Teeth, Fingernails | Most unarmed combat skills require that you not wield ANY weapon, including a Karate weapon. |
Polearm | Spear, Glaive, Halbard, Pike | These weapons often have a reach of 1, but sometimes also have a minimum range of 1. |
Ranged
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Bow, Crossbow, Sling
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These weapons require ammunition to use, and often have superior ranges. Some ranged weapons also have a minimum range.
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Sword | Long Sword, Short Sword, Gladius, Katana, Great Sword, Flamberge |
Damage Types
Also known as "Weapon Attack Types".
Damage Type | Example Weapons | Notes |
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Natural | Claws, Teeth, Fingernails | Weapons that do natural damage *might* allow unarmed combat skills to function. |
Slashing | Swords, knives, Axes | |
Piercing | Darts, Arrows, Spears | |
Bashing | Fists, Clubs, Hammers, Staffs | |
Burning | Fire | Burning weapons tend to do more damage to cloth and leather armors. |
Bursting | Magic, Explosions | This is the damage type for magic-based attacks and spells. |
Shooting | Guns | This is the damage type for projectiles, such as bullets. |
Frosting | Cold spells | |
Gassing | Gas, Stinking Cloud | |
Melting | Acid | |
Striking | Electricity, Lightning Bolt |
Ammunition
Ranged weapons require ammunition in order to use the weapon. The ammunition must be LOADed into the weapon. And while it may be confusing, some weapons share the name with some ammunitions, but ammunitions normally come in a cluster, pack, or other unit of quantity. For example, a Javelin can be a thrown weapon, but a Pack of 5 Javelins are ammunition for an Atlatl. One cannot remove one of the ammunition Javelins and use it as a weapon...it is only an ammunition.
Ammunition Type | Sample Weapons |
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Arrow | Bow, Long Bow, Short Bow |
Bolt | Crossbow, Heavy Crossbow |
Bullets | Slings, Staff Slings, Hopaks |
Darts | Blowguns, Hand Crossbows |
Javelins | Atlatl, Spear Launchers |
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 |
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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
<Coming Soon>
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.
Instrument Family | Instrument Type | Wear Location | Example Instruments | Notes |
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Brass | Horns | French Horn, hunting Horn | ||
Brass | Trombones | Trombone, Bass Trombone | ||
Brass | Trumpets | Trumpet, Cornet | ||
Brass | Tubas | Tuba, Sousaphone, Baritone | ||
Keys | Pianos | Piano, Clavicord | ||
Keys | Organs | Organ, Hydraulis | ||
Percussion | Cymbals | Chimes, Triangle, Cymbals | ||
Percussion | Drums | Drum, Bongo | ||
Percussion | Woods | Clapper, Castanets | ||
Percussion | Xylophones | Xylophone, Marimba | ||
Strings | Guitars | Guitar, Trumsheit | ||
Strings | Harps | Harp, Lyre | ||
Strings | Violins | Violin, Fiddle | ||
Woodwinds | Clarinets | Clarinet, Kazoo | ||
Woodwinds | Flutes | Fife, Flute, Flageolet | ||
Woodwinds | Harmonicas | Harmonica | ||
Woodwinds | Oboes | Oboe, Basson |
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.
- Potions are a subtype of a drink.
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.
Mirror
Portal
Resource
Resources are material components used for crafting. They often are found with gathering skills.
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 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.
Notes
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