



                   Builder Port Object Attributes


Introduction:  This document lists the object types available in the AIME
codebase and the attributes of those objects.  



Index

1. Input Types
2. Common Attributes
3. Books
4. Doors
5. Keys
6. Locations
7. Markers
8. Moveables
9. Mergers
10. Mobiles 
11. Money
12. Food
13. Weapons
14. Wearables
15. Boats
16. Ropes
17. Skills
18. Spells
19. Specials
20. Quests
21. Actions
22. Levels
23. Races
24. Text
25. Bulletin Boards
26. Inclinations
27. Talents
28. Chatlines

1. Input Types

   These are some standard input types that will be used in the
explanation of certain attributes.

Space delineated:  
   Allows for defining multiple names in one string.  For instance, 
if you want to specify both multiple altnames on an object with the 
title key, you would then do altnames = "rusty iron big" so that it 
will respond to either "rusty", "iron", and "big" as well as the title 
"key"

Single line with spaces:  
   Used for the location title, it allows for spaces, but not more 
than one line. 

Multiple line:  
   Used for descriptions and briefs mainly, it supports several lines.

Numerical: 
   As it states, a single number. Used for weight, size, speed, and others.

Identifier: 
   A name of an object, either (name) or (name)@(area)



2. Common Attributes

   Listed are some common attributes, their description, and how to modify
them.

Name: Not settable except on creation (use rename to change)

Title: Identifier, no area. 
   Command: set title (titlestring)

Altnames: Space delineated.  Alternate names that this will respond to.  If 
 you have multiple altnames, you separate each one by spaces.  For example, 
 a rusty iron key could have altnames = "iron rusty" so it will respond to 
 both rusty and iron as well as the title "key"
   Command: set altnames (altnamestring)

Clones: Space delineated, in the format of (objname)@(area) (number of), 
 ... where (objname)@(area) defines the clone object in this location, 
 and (number of) is how many items to put here.  number_of is required for
 merger objects but not other objects.  This works for all types of objects.
   Command: set mergers (mergerstring)


Guards:  Space delineated, in the format of (objname)@(area), this specifies 
 a mobile or mobiles that guard this object.  So if you try to pick it up or 
 close a door, they won't let you.  Of course they have to be nearby to prevent
 you so if dead, nothing will stop you.
   Command: set guards (mobilenames)


Location: Identifier. If area is not included, default is the area of this 
 object
   Command: set location (mudobjectname)@(area)  
         or set location (mudobjectname)

Brief0: Multiple line.  The brief description for a mudobject that appears 
 when the player types "look".  Brief0 is the description used before 
 anyone picks it up for the first time.  So if you want it to say "The 
 object lies on the table", then it will say that until the player gets 
 it.  You want this since if they drop the object later, there may not be 
 a table around
   Command: set brief0, then use editor.

Brief1: Same as brief0, but after the object has been gotten already.
   Command: set brief1, then use editor

Description: Multiple line. A description that is displayed when the 
 mudobject is examined.
   Command: set desc, then use editor

Size: Numerical.  The size of the object.  One unit size is about 3-4 cm 
 square.  See size and weight tables for more details.
   Command: set size (number)

Capacity: Numerical.  Will not show up unless the container itemflag 
is set.  It defines how much the container can carry, in size.
   Command: set capacity (number)


Weight: Numerical.  The weight of an object.  One unit weight is about 
10 grams. See size and weight tables in sizeweight.txt for more details.
   Command: set weight (number)


Itemflags: The item flags, see flags.txt for more details
   Command: set itemflag (flagname) (on|off)


Specials:  Space Delineated. Identifies a special or multiple specials 
to attach to this object.  The specials should be identified as 
(specialname)@(area) 
   Command: set special (specialnames)  



3. Books

Name:        See Common Attributes
Title:       See Common Attributes
Altnames:    See Common Attributes
Clones:      See Common Attributes
Specials:    See Common Attributes
Guards:      See Common Attributes
Location:    See Common Attributes
Brief0:      See Common Attributes
Brief1:      See Common Attributes
Description: See Common Attributes
Size:        See Common Attributes
Weight:      See Common Attributes
Subject:  Identifier. The filename that the book will read from.  You don't 
 need any extention, just the name.  It will look in the book directory 
 and add the extension .book for you. 
   Command: set subject (bookname)
Itemflags:   See Common Attributes



4. Doors

Name:        See Common Attributes 
Title:       See Common Attributes
Altnames:    See Common Attributes

Keynames: Space delineated. It indicates the keys that will lock and unlock
 this door
   Command: set keynames (keynames)

Clones:      See Common Attributes
Specials:    See Common Attributes
Guards:      See Common Attributes

Outsideloc: Same as common location, but indicates the outside location 
 of this door.
   Command: set outsideloc (mudobjectname)@(area)  
         or set outsideloc (mudobjectname)

Outsidedesc: Same as common desc, but indicates the description seen when you 
 examine the door from the outside location
   Command: set outsidedesc, then use editor.

Outsidebrief(0-3): The brief description on the outside of the door, 
 depending on the state of the door.  0 = open, 1 = closed, 2 = locked, 
 3 = magically locked.
   Command: set outsidebrief (brief state number), then use editor

Initialstate: Indicates how the door starts out.  Options are open, closed, 
 locked, or mlocked.
   Command: set initialstate (open|closed|locked|mlocked)

Insideloc: Same as common location, but indicates the inside location of 
 this door.
   Command: set insideloc (mudobjectname)@(area)  
         or set insideloc (mudobjectname)

Insidedesc: Same as common desc, but indicates the description seen when you 
 examine the door from the outside location
   Command: set outsidedesc, then use editor.

Insidebrief(0-3): The brief description on the inside of the door, depending 
 on the state of the door.  0 = open, 1 = closed, 2 = locked, 3 = magically 
 locked.
   Command: set insidebrief (brief state number), then use editor

Itemflags:    See Common Attributes

Distance: Only appears if you have the RopeTie flag set.  This states the min
 length a rope must be to be long enough.  If the rope is long enough, the 
 door will "open".  If not, the door will not "open"
   Command: set distance (number)

RopeName: Only appears if you have the RopeTie flag set and the rope 
 initialstate is set to "Open".  This is where you define the rope name that 
 will be tied to this door on loading of the zone.
   Command: set ropename (ropename)@(area)



5. Keys

Name:        See Common Attributes
Title:       See Common Attributes
Altnames:    See Common Attributes
Clones:      See Common Attributes
Specials:    See Common Attributes
Guards:      See Common Attributes
Location:    See Common Attributes
Brief0:      See Common Attributes
Brief1:      See Common Attributes
Description: See Common Attributes
Size:        See Common Attributes
Weight:      See Common Attributes
Itemflags:   See Common Attributes




6. Locations

Name:      See Common Attributes
Title:     Single line with spaces, ex. "South Shenin Road"
Clones:    See Common Attributes
Specials:  See Common Attributes

Subareas: A sub-area is like an area in an area. It provides a way for you to 
 mark all locations in an inn with the subarea "inn".  Mobiles can be set 
 to only travel in certain subareas, so you can prevent beggars from 
 entering buildings and the like.
   Command: set subarea (subareaname)

Listen: The text that is displayed to the player when they listen in the
 particular location.
   Command: set listen, then use editor

Smell: The text that is displayed to the player when they smell in the
particular location.
   Command: set smell, then use editor

Desc:      See Common Attributes

Desc1: Used when certain flags are set.  For instance, if the seasonal 
flag is set, this will be the description for the winter season.
   Command: set desc1, then use editor

Desc2: Used when certain flags are set.  For instance, if the seasonal 
flag is set, this will be the description for the summer season.
   Command: set desc2, then use editor

Desc3: Used when certain flags are set.
   Command: set desc3, then use editor

Exits (n, s, e, w, u, d, ne, nw, se, sw): Identifier.  Sets the exits from 
this location to another locationname.
   (valid exits): north, south, east, west, up, down, northeast, northwest, 
                  southeast, southwest
   Command: set (valid exit) (locname)@(area)  
         or set (valid exit) (locname)

Extradir: Space delineated.  Provides the means to supply exits other than 
the cardinal direction.  This could be used to provide an exit into a hole 
in the tree where the player types "go hole".  By putting a * in front of 
the exit name, it hides the exit from showing up in "exits" or "autoexits".
   Command: set extradir [*](exitname) (locname)@(area) [*](exitname) 
                (locname)@(area) ....  

RoomSize: The size of the room across.  This indicates the distance a 
player will need to travel when traversing this room.  It influences 
the amount of endurance used up by travelling
   Command: set roomsize (number) 

Terrain: The type of terrain this room is made up of.  This could be 
anything from plains to rugged mountains.  It influences how much endurance 
is required to traverse the room.  See terrain.txt for a list of terrain
types.
   Command: set terrain ({terraintype}) 

Lighting: The type of lighting that exists during the day in this 
room.  It influences how well some can see in the location.  See
lighting.txt for a list of lighting types.
   Command: set lighting ({lightingtype}) 

Locflags: Used to set attributes for this location.  For more 
 information, see the flags.txt file




7. Markers

Name:        See Common Attributes
Title:       See Common Attributes
Altnames:    See Common Attributes
Clones:      See Common Attributes
Specials:    See Common Attributes
Guards:      See Common Attributes
Location:    See Common Attributes
Capacity:    See Common Attributes
Description: See Common Attributes



8. Moveables

Name:        See Common Attributes
Title:       See Common Attributes
Altnames:    See Common Attributes
Clones:      See Common Attributes
Specials:    See Common Attributes
Guards:      See Common Attributes
Location:    See Common Attributes
Brief0:      See Common Attributes
Brief1:      See Common Attributes
Description: See Common Attributes
Size:        See Common Attributes
Weight:      See Common Attributes
Itemflags:   See Common Attributes



9. Mergers

Name:         See Common Attributes
Title:        See Common Attributes
Altnames:     See Common Attributes
Specials:     See Common Attributes
Guards:       See Common Attributes
Location:     Not settable, it will automatically set to the hardcoded 
              holding location
Brief0:       See Common Attributes
Brief1:       See Common Attributes
Description:  See Common Attributes
Size:         See Common Attributes
Weight:       See Common Attributes
Itemflags:    See Common Attributes



10. Mobiles

Name:      See Common Attributes
Title:     See Common Attributes
Location:  See Common Attributes
Altnames:  See Common Attributes
Clones:    See Common Attributes
Specials:  See Common Attributes

Subareas: Defines which subareas this mobile can walk into.  You can use 
 this to limit the roaming capabilities of a mobile.  If left blank, the
 mobile can roam anywhere (except into a room marked NoMobile).  Space 
 delineated, you can add as many as you want.
   Command: set subareas (subareas)

BareWeapon: This is a way to specify what the mobile attacks with if they 
 have no weapon.  If left blank, the default is bare fists.  You would not, 
 however, want a dragon attacking with bare fists as they don't really have
 fists.  You would want to set 'claws' here instead so it says "The dragon 
 hits you hard with his claws'.  
   Command: set bareweapon (string)

Wield: This is where you define the weapon that the mobile will start out 
 wielding.  If the weapon is already in the mobile's inventory, it will
 just wield it.  If not, it will clone it first and then wield it.
   Command: set wield (left|right) (weaponname@area)

Wear: This is where you define what the mobile will be wearing.  As with 
 wield, if it is not in the mobile's inventory already, it will clone it and 
 then wear it.  You can put several, so it is space-delineated
   Command: set wear (name@area) (name@area) ....


Brief: Like brief1 in Common Attributes, but mobiles only have one brief 
 that does not change.
   Command: set brief, then use editor

Speed: Numerical. The percentage chance, from 0-100, that each second the 
 mobile will move.  The higher the number, the faster the mobile will move 
 around.  Using 100 is generally not recommended, as the mobile will tear 
 around the mud a little too fast.
   Command: set speed (number)

Aggression: Numerical. The percent chance that in a given second, the mobile 
 will attack a player or mobile in the room.  (You can set what it will 
 attack using the indflags.
   Command: set aggression (number)

Strength: Numerical. This indicates the strength of the mobile (and how hard 
 they will hit when bare-handed).  The damage done is 1/4 the strength you 
 give the mobile.  It also indicates how well they wield a certain weapon, so 
 ensure your strength matches the depstr attribute on the weapon.  
   Command: set strength (number)

Dexterity: Numerical. This indicates the dexterity of the mobile (and how 
 hard they will hit when bare-handed).  It influences how well they wield a 
 certain weapon, so ensure your dexterity matches the depdex attribute on the 
 weapon.  
   Command: set dexterity (number)

Intel: Numerical.  This indicates the intelligence of the mobile.  It 
 influences how well the mobile will cast certain spells, so if you attach a 
 spell capability to the mobile, ensure they have the intelligence to cast 
 it effectively.  
   Command:  set intel (number)

Wimpy: This value sets the health that the mobile will flee at.  Setting this 
 to 0 will make the mobile fight to the death.
   Command:  set wimpy (number)

MaxMagic: The max magical power this mobile can have.
   Command:  set wimpy (number)

MaxEndur: The max endurance this mobile can have.
   Command:  set wimpy (number)

Description:   See Common Attributes

Indflags: The individual flags, see flags.txt for more details
   Command: set indflag (flagname) (on|off)

ShopName: This is set on shop creation (accomplished by typing "new shop 
 (shopname)" and can have spaces in the name.  It can't be changed once 
 the shop is created.  
   Command:  none
   
Currency: This is the object that will act as the default currency for 
this shop.  The shopkeeper will list all his/her prices in terms of this 
money object.
   Command:  set currency (moneyname)@(area)


Shop item:
   Alias: This is what the object will be referred to by the shopkeeper.  
    It can only be set on creation of this item by typing "new 
    item (alias)".
      Command:  none
   ItemName: This is the actual object that this item refers to.  It is 
    what will be cloned when a player buys the item.
      Command:  set itemname (alias) (name)@(area)
   Value: This is the price index that indicates the cost of this item 
    (not the number of currency, but the price index).
      Command:  set value (alias) (number)
   NumberOf: This is the number of this item that will be available for 
    sale.  If you want the shopkeeper to only sell 1 of a particular sword
    each zone reset, set this to 1.  However, if anyone sells that sword 
    to the shopkeeper, this number will go up by 1.  For an unlimited 
    amount, set this to 9999.
      Command:  set numberof (alias) (number)
   ItemDesc: This is how the shopkeeper will describe this object when 
    the player asks about buying it.
      Command:  set itemdesc (alias), then use editor



11. Money

Name:        See Common Attributes
Title:       See Common Attributes
Altnames:    See Common Attributes
Specials:    See Common Attributes
Guards:      See Common Attributes

Location: Not settable, it will automatically set to the hardcoded holding 
 location

Brief0:      See Common Attributes
Brief1:      See Common Attributes
Description: See Common Attributes
Size:        See Common Attributes
Weight:      See Common Attributes

Index: A numerical index that stands for the value of one item of this 
 object.
   Command: set index (value)

Itemflags:   See Common Attributes



12. Food

Name:        See Common Attributes
Title:       See Common Attributes
Altnames:    See Common Attributes
Specials:    See Common Attributes
Guards:      See Common Attributes

Location: Not settable, it will automatically set to the hardcoded 
 holding location

Brief0:      See Common Attributes
Brief1:      See Common Attributes
Description: See Common Attributes
Size:        See Common Attributes
Weight:      See Common Attributes

Energy: A numerical index from 0 to 10 that indicates how rich in
 energy this food is.  A player has a value from 0 to 10 that gradually
 depletes as they play.  When it is at 0, they are very hungry and things
 they do will suffer.
   Command: set energy (value)

Itemflags:   See Common Attributes



13. Weapons

Name:        See Common Attributes
Title:       See Common Attributes
Altnames:    See Common Attributes
Clones:      See Common Attributes
Guards:      See Common Attributes
Location:    See Common Attributes
Brief0:      See Common Attributes
Brief1:      See Common Attributes
Description: See Common Attributes
Size:        See Common Attributes
Weight:      See Common Attributes

Class: A string value indicating the class of the weapon.  This is used
to provide for range weapons (bows, slingshots, etc) as well as provide
a means for players to become proficient in a certain weapon class. 
   Command: set class (string) 

Damage: A numerical value representing the maximum damage that this
 weapon can cause given a direct hit on an opponent
   Command: set damage (value) 

DepStr: A numerical value from 0 to 100 representing the dependancy of
 this object on strength.  See the Strength and Dexterity Dependencies 
 file for suggestions on these values.
   Command: set depstr (value)

DepDex: A numerical value from 0 to 100 representing the dependancy of
 this object on dexterity.  See the Strength and Dexterity Dependencies 
 file for suggestions on these values.
   Command: set depstr (value)

WieldType: The number of hands this weapon takes to wield it
   Command: set wieldtype (OneHanded|TwoHanded)

Itemflags:   See Common Attributes



14. Wearables

Name:        See Common Attributes
Title:       See Common Attributes
Altnames:    See Common Attributes
Clones:      See Common Attributes
Guards:      See Common Attributes
Specials:    See Common Attributes
Location:    See Common Attributes
Brief0:      See Common Attributes
Brief1:      See Common Attributes
Description: See Common Attributes
Size:        See Common Attributes
Weight:      See Common Attributes

Armor: A numerical value representing the amount of damage that this 
 armor will absorb
   Command: set armor (value)

Itemflags:   See Common Attributes

Wearflags: Flags for marking where the item is worn, plus a few extra.  
 See the flags.txt file for more details.
   Command: set wearflags (flagname) (on|off)


15. Boats

Name:        See Common Attributes
Title:       See Common Attributes
Altnames:    See Common Attributes
Clones:      See Common Attributes
Guards:      See Common Attributes
Specials:    See Common Attributes
Location:    See Common Attributes

Brief0: The brief that will appear when the boat is on a shore location.
   Command: set brief0, then use editor

Brief1: The brief that will appear when the boat is on a regular location
   Command: set brief1, then use editor

WaterBrief: The brief that will appear when the boat is on water.
   Command: set waterbrief, then use editor

Description: See Common Attributes
Size:        See Common Attributes
Weight:      See Common Attributes

MoveStr: The action that the player will perform to move around while in 
 the boat.  Ex. if you put "paddles" here, it will display "Bill paddles 
 to the east.".
   Command: set movestr (string)

Itemflags:   See Common Attributes



16. Ropes

Name:        See Common Attributes
Title:       See Common Attributes
Altnames:    See Common Attributes
Clones:      See Common Attributes
Guards:      See Common Attributes
Specials:    See Common Attributes
Location:    See Common Attributes
Brief0:      See Common Attributes
Brief1:      See Common Attributes
Description: See Common Attributes
Size:        See Common Attributes
Weight:      See Common Attributes

Length: A numerical value representing the length of the rope, to determine 
 if it is long enough to use in a rope door.
   Command: set length (value)

Itemflags:   See Common Attributes



17. Skills

Name:        See Common Attributes

ActingRoom: The message that will appear when the user performs the skill 
 to the room they cast it in.
   Command: set actingroom, then use editor

ActingActor: The message that they will see when the user performs the
 skill.
   Command: set actingactor, then use editor

ActingTarget: The message that the target of the skill will see when
 the skill is performed.  If no target exists, you can leave this blank.
   Command: set actingtarget, then use editor

SuccessRoom: The message that the bystanders in the room will see when
 the skill has been successfully performed
   Command: set successroom, then use editor

SuccessActor: The message that the player performing the skill will 
 see when the skill has been successfully performed
   Command: set successactor, then use editor

SuccessTarget: The message that the target, if any, will see when the skill 
 has been successfully performed
   Command: set successtarget, then use editor

FailRoom: The message that the bystanders in the room will see when the 
 skill has failed
   Command: set failroom, then use editor

FailActor: The message that the performer of the skill will see when the
 skill has failed
   Command: set failactor, then use editor

FailTarget: The message that the target of the skill will see when it
 has failed
   Command: set failtarget, then use editor

ItemsNeeded: The name of the items that will be needed in order to 
 successfully perform this skill.  Divided by spaces, the names should be 
 in the format (name)@(area)
   Command: set itemsneeded (string)

Specials: The name of the special that will be executed when the skill
 successfully runs.  The special must have the trigger "onperform" and
 the name specified in the form (name)@(area).
   Command: set specials (name)@(area)

Drain: The amount of endurance that this skill will drain from the 
 performer.  
   Command: set drain (number)

Skillflags: Flags specific to skill performing.  See the flags.txt file
 for more details. 
   Command: set skillflag (flagname) (on|off)

DepString:  For a "MustHaveItem" type dependency.  Sets the string of 
 space-delineated items that a user must have to use the spell.
   Command: set depstring (dependency type) (string)

DepNumber:  For most dependency types.  Sets the value for the dependency 
 that the individual must be at or higher to use the ability.
   Command: set depnumber (dependency type) (value)


18. Spells

Name:     See Common Attributes

ActingRoom: The message that will appear when the user performs the
 spell to the room they cast it in.
   Command: set actingroom, then use editor

ActingActor: The message that they will see when the user performs the
 spell.
   Command: set actingactor, then use editor

ActingTarget: The message that the target of the spell will see when
 the spell is cast.  If no target exists, you can leave this blank.
   Command: set actingtarget, then use editor

SuccessRoom: The message that the bystanders in the room will see when
 the spell has been successfully cast
   Command: set successroom, then use editor

SuccessActor: The message that the player casting the spell will see when
 the spell has been successfully cast
   Command: set successactor, then use editor

SuccessTarget: The message that the target, if any, will see when the 
 spell has been successfully cast
   Command: set successtarget, then use editor

FailRoom: The message that the bystanders in the room will see when
 the spell has failed
   Command: set failroom, then use editor

FailActor: The message that the caster of the spell will see when the
 spell has failed
   Command: set failactor, then use editor

FailTarget: The message that the target of the spell will see when it
 has failed
   Command: set failtarget, then use editor

ItemsNeeded: The name of the items that will be needed in order to 
 successfully cast this spell.  Divided by spaces, the names should be in 
 the format (name)@(area)
   Command: set itemsneeded (string)

Specials: The name of the special that will be executed when the spell
 successfully runs.  The special must have the trigger "oncast" and
 the name specified in the form (name)@(area).
   Command: set specials (name)@(area)

Drain: The amount of magical energy that this spell will drain from
 the caster.  
   Command: set drain (number)

Spellflags: Flags specific to spellcasting.  See the flags.txt file for
 more details. 
   Command: set spellflag (flagname) (on|off)

DepString:  For a "MustHaveItem" type dependency.  Sets the string of 
 space-delineated items that a user must have to use the spell.
   Command: set depstring (dependency type) (string)

DepNumber:  For most dependency types.  Sets the value for the dependency 
 that the individual must be at or higher to use the ability.
   Command: set depnumber (dependency type) (value)



19. Specials

Name:       See Common Attributes

Trigger: Specifies the trigger that will cause the code to activate.
 Triggers can range from when you pick something up to when you
 walk into a room.  The triggers list document (triggers.txt) will 
 provide a list of current triggers for you to use.
   Command: set trigger (strings)

Activation: Not Currently Supported
Interval:   Not Currently Supported
Num Times:  Not Currently Supported

Counter: What the counter will start out at for this special.  The
 counter can be used by the special code to count down an event.
 Torches use the counter to keep track of how many seconds of life
 is left in the torch
   Command: set counter (number)

Code: The code section is the actual "meat" of the special.  This is
 where the code goes that will perform the action for this special.  
 How to write special code is described in the specials tutorial
 document in greater detail. 
   Command: set code, then use editor



20. Quests

Name:    See Common Attributes

Difficulty: Specifies how difficult this quest is overall.  This can 
 either be Easy, Medium, or Hard.  
   Command: set difficulty (easy|medium|hard)

Required: Specifies if this quest is required to achieve master level.  
 This will be either Yes or No.
   Command: set required (yes|no)

Puzzles: Specifies how difficult the puzzles on this quest are.  This is
 a number from 1-5 where 1 is the easiest.
   Command: set puzzles (value from 1-5)

Combat: Specifies how difficult the combat on this quest is.  This is
 a number from 1-5 where 1 is the easiest.
   Command: set combat (value from 1-5)

QPoints: Specifies the number of questpoints that the player will get 
 when this quest is awarded. 
   Command: set qpoints (value)

Desc: This is where you describe the quest to the player.  Here you can
 provide some hints for getting started, such as where it starts and what
 they might need.
   Command: set desc, then use editor



21. Actions

Action:   See Common Attributes

Actor: The string that is displayed to the person performing the
 action when no target is specified.
   Command: set actor, then use editor

Crowd: The string that is displayed to those in the room when the actor
 performs the action if no target is specified.
   Command: set crowd, then use editor

Target: The string that is displayed to the player the action is directed
 towards when a target is specified
   Command: set target, then use editor

Sender: The string that is displayed to the player who performs the action
 when a target is specified
   Command: set sender, then use editor

Bystanders: The string that is displayed to the bystanders when a target 
 is specified
   Command: set bystanders, then use editor

Actflags: Flags specific to actions.  See the flags.txt file for more
 details.
   Command: set actflags (flagname) (on|off)



22. Levels

Level:    See Common Attributes
ChainName: The string that specifies which chain this level will be 
 a part of.  
   Command: set chainname (string)

AwardStr: The string that is displayed when the level is awarded to the 
 player.  This can be something like "You have now become a Wizard of 
 the 7th council!"
   Command: set awardstr, then use editor

LevelStr: The string that shows up upon examine describing the player's 
 level.  This can be something like "They bear the robes of a Wizard of 
 the 7th Council."
   Command: set levelstr, then use editor

LvlNum: The level number in the chain.  The mud engine will put the 
 levels in order according to this number and will only check the next 
 level after this one to see if they advance.
   Command: set lvlnum (number)

MinStr: The minimum strength that the player must be at to advance to 
 this level.  
   Command: set minstr (number)

MinDex: The minimum dexterity that the player must be at to advance to 
 this level.  
   Command: set mindex (number)

MinIntel: The minimum intelligence that the player must be at to advance 
 to this level.  
   Command: set minintel (number)

MinExp: The minimum experience that the player must have to advance to 
 this level.  
   Command: set minexp (number)

ReqAbilities: The abilities that the player must have in order to be 
 awarded this level.  This is specified in a string divided by spaces.
   Command: set reqabilities (abilityname) (abilityname) ...

SpecialReq:  A special that provides a means for specifying any other 
 unique requirements to achieve level.  If the special exits normally 
 (not with the return_invalid_criteria function), then the level can be 
 awarded.
   Command: set specialreq (specialname)@(area)

WhenAwarded: A special that provides a means to award the player for 
 achieving the level.  This could be an increase in experience or strength 
 or gaining a priviledged item.
   Command: set whenawarded (specialname)@(area)



23. Races

Race:    See Common Attributes

InitLoc: The location this player will start out in when they first enter the
 game.
   Command: set initloc (location)@(area)

Description: A description of this race.  This is displayed when the new 
 user is choosing their race.
   Command: set description, then use editor

InitDesc: The description that will be used to set the description of the
 new players that choose this race.  
   Command: set initdesc, then use editor

InitBrief: The brief description players of this race will be assigned 
 when they first create their character  
   Command: set initbrief, then use editor

InitAbility: The abilities that this player will initially know when they 
 first sign on as a member of this race.  
   Command: set initability (abilities)

DeathLoc: The location this player will be transported to when they die.
   Command: set deathloc (location)@(area)

DeathText: The text that will be displayed when the player dies.
   Command: set deathtext, then use editor

AllowIncl: The inclinations this player will be allowed to select from.  
 This should be set to 'all' if all inclinations can be selected.  
 Inclinations should be listed space-delineated.  If this field is empty, 
 the inclination selection menu will not be offered.
   Command: set allowincl (inclinations)

AllowTalent: The talents this player will be allowed to select from.  
 This should be set to 'all' if all talents can be selected.  Talents
 should be listed space-delineated.  If this field is empty, the talent
 selection menu will not be offered.
   Command: set allowtalent (inclinations)

InitStr: The initial strength that players of this race will start out 
 with.  
   Command: set initstr (number)

InitDex: The initial dexterity that players of this race will start out 
 with.  
   Command: set initdex (number)

InitIntel: The initial intelligence that players of this race will 
 start out with.  
   Command: set initintel (number)



Tutorial Name: The name given to this tutorial and the name that should 
 be referred to when setting attributes to the tutorial.
   Command: Use rename to change

Sequence: The sequence that this tutorial will appear in.  The sequences 
 will always be between 1 and the max number of tutorials set for this race.
   Command: set sequence (tutorialname) (number)

Prompt: This is the prompt the players will see asking them if they would 
 like to enter the tutorial.  It can't be longer than the max length for 
 prompts, which is usually around 80 chars.  The builder port will chop 
 off any text that extends beyond the max length.
   Command: set prompt (tutorialname) (string)

Special: This is the name of the special (in the format name@area) that 
 will be executed when the tutorial is selected.
   Command: set special (tutorialname) (specialname)@(area)

Mandatory: This indicates (with either yes or no) whether the tutorial is 
 mandatory.  If mandatory, the players will be sent into the tutorial 
 without asking if they want to enter it.
   Command: set mandatory (tutorialname) (yes|no)


24. Texts

Name:    See Common Attributes

Type: The type of text file this is.  You can only specify this when 
 creating the object and it can't be changed after that.
   Command: none

Title: Does not apply to banners.  This is the string that is displayed 
 at the top of the file when displayed.
   Command: set title, then use editor

Body: This is the "meat" of the text.
   Command: set body, then use editor



25. Bulletin Boards


Name:   See Common Attributes

Title: The title that will appear at the top of this bulletin board
   Command: set title (text)

Location: The object this bulletin board will be attached to, if not 
 set as global
   Command: set location (objname)

Authorized: Space-delineated list of who is authorized access to this 
 bulletin board.  If the Limited bulletin flag is set, it will only give 
 these players access.
   Command: set authorized (names)

Bullflags: Flags specific to bulletin boards.  See the flags.txt file for
 more details.
   Command: set bullflags (flagname) (on|off)


26. Inclinations

Inclinations: See Common Attributes

Special: The name of a special, in the format of (name)@(area), that 
 will be used to set any special requirements (such as setting night 
 vision on a shadow inclination).   
   Command: set special (specialname)@(area)

StrOffset: The strength offset, whether positive or negative, to apply 
 to the player for this inclination  
   Command: set stroffset (number)

DexOffset: The dexterity offset, whether positive or negative, to apply 
 to the player for this inclination  
   Command: set dexoffset (number)

ConOffset: The constitution offset, whether positive or negative, to 
 apply to the player for this inclination  
   Command: set conoffset (number)

IntelOffset: The intelligence offset, whether positive or negative, to 
 apply to the player for this inclination  
   Command: set inteloffset (number)

Description: A description of this inclination.  This can be viewed by 
 the players when they are selecting an inclination.  It should describe 
 the advantages and drawbacks to this inclination
   Command: set description, then use editor



27. Talents

Talents: See Common Attributes

Special: The name of a special, in the format of (name)@(area), that 
 will be used to set talent attributes.  This could range from increasing 
 or decreasing strength to setting a specialty flag on a player.   
   Command: set special (specialname)@(area)

Cost: The cost in talent funds for this talent.  Initial talent funds are
 set in the aime.conf file and deplete or increase as players select talents
 by the amount indicated here.    
   Command: set cost (number)

Amount: Indicates the number of times this talent can be selected by a 
 player.  When used up, the talent disappears from the player's list of 
 talents. 
   Command: set amount (number)

Description: A description of this talent.  This can be viewed by the 
 players when they are selecting talents.  It should describe the advantages 
 and drawbacks to this talent.
   Command: set description, then use editor


28. Chatline

Chatline: See Common Attributes

LeadInActor:
 The start of the message for the person sending the chat message, such as: 
 'You chat '
   Command: set leadinactor, then use editor

LeadInCrowd:
 The start of the message for the individuals receiving the chat message, 
 such as: '%a chats '
   Command: set leadincrowd, then use editor

TextColor:
 The color that the text of the message will be.  Simply a colorcode string 
 such as: '&+B'
   Command: set leadincolor (colorcode)

Border:
 The character(s) that will surround the text, such as: ' or "
   Command: set border (characters)

Lineflags: 
 Flags specific to chatlines.  See lineflags for more details.
   Command: set lineflags (flagname) (on|off)


