Using the Blob to create armours


Index

Configure the blob using 'blob setup armours'

An armour is something that a player or NPC can wear. It has a value, weight and an 'armour class', which defines how well the armour protects the player. An armour has a type which determines where it is worn the body, see the 'type' attribute for valid values. In general a player can only wear one piece of armour of each type.

[ac]   [adjectives]   [alias]   [light]   [long]   [name]   [short]   [type]   [unique]   [value]   [weight]  

Attribute 'ac'

Summary:Armour Class
Mandatory:Yes
Type:int
Default:0
Description:The effectiveness of the armour.

Read the policy documentation/help for details on ensuring you choose a reasonable value.

0 is no protection, 6 is very good.

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Attribute 'adjectives'

Summary:Adjectives
Mandatory:No
Type:menu
Default:0
Description:Adjectives are words that can be combined in any order with the 'name' or an 'alias' to identify this item. It is preferred if you use an intelligent combination of adjectives with the name and a minimal number of aliases
Example 0:If the 'short' is 'sharp glittering dagger' then you might have a name of 'dagger' and adjectives of 'sharp' and 'glittering' and no aliases
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Attribute 'alias'

Summary:Aliases
Mandatory:No
Type:menu
Default:0
Description:Aliases are alternative names for the item, and can be combined with any adjectives. These values should be derived from the 'short'

It is preferred if you use an intelligent combination of adjectives with the name and a minimal number of aliases

Example 0:If the 'short' is 'sharp glittering dagger' then you might have a name of 'dagger' and adjectives of 'sharp' and 'glittering' and no aliases
Example 1:If the 'short' is 'sharp glittering dagger' then you might have a name of 'sharp glittering dagger' aliases of 'glittering dagger', 'sharp dagger' and 'dagger', and no adjectives
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Attribute 'light'

Summary:Whether the armour emits light
Mandatory:No
Type:int
Default:0
Description:This property should be used very sparingly and will almost certainly result in the item being rejected during QC. Setting this attribute to 1 will result in the armour producing light when worn.
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Attribute 'long'

Summary:Long Description
Mandatory:Yes
Type:multiline
Default:0
Description:This description is the text that a player sees when they enter a room while in verbose mode or when they do a look.
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Attribute 'name'

Summary:The name of the item
Mandatory:Yes
Type:line
Default:0
Description:This is NOT what a player sees when they have the item in their inventory, that is the 'short'

The name is what the player uses to identify the item, when combined with any adjectives. This should be derived from the 'short'.

Example 0:If the short is 'glittering dagger' you could use an adjective of 'glittering' and name of 'dagger'
Example 1:Alternatively if the short is 'glittering dagger' you could use an name of 'glittering dagger' and an alias of 'dagger'
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Attribute 'short'

Summary:Short Description
Mandatory:Yes
Type:line
Default:0
Description:This description of the item when seen in a room or in someones inventory.

This SHOULD NOT include a leading 'A', 'The', etc unless absolutely necessary. If such a prefix is used then you should set the item as 'unique' and make an effort to ensure that no more than one of these items ever exists.

Example 0:'glittering dagger', not 'a glittering dagger'
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Attribute 'type'

Summary:The type of the armour
Mandatory:Yes
Type:int
Default:0
Description:The type of the armour determines where it is worn the body. In general a player can only wear one piece of armour of each type.

Valid values are: body, helmet, sleeve, legging, glove, boot, shield, cloak, ring, earring, amulet, braclet, magical.

Be very wary of using magical. A player is allowed to wear an unlimitted number of magical armours. Magical DOES NOT mean the armour has magical properties.

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Attribute 'unique'

Summary:Whether the armour is unique
Mandatory:No
Type:int
Default:0
Description:Normally the mud controls whether an 'a'/'an'/'the'/'your/etc is added to the front of the short for any object. For example 'You wield your glowing sword'. This properly handles you carrying two copies of the object. Sometimes this is not appropriate - you might wish to create an object that is 'unique', in that only one copy of the object will exist at any given time and it has a fancy name like 'Yorik's skullcrusher'. In this situation it makes no sense for an 'a' to be prepended.
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Attribute 'value'

Summary:Value
Mandatory:Yes
Type:int
Default:0
Description:The value (in gold coins) that a normal shopkeeper will pay for this item.
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Attribute 'weight'

Summary:Weight
Mandatory:Yes
Type:float
Default:0
Description:The weight of this item.

Read the policy documentation/help for details on ensuring you choose a reasonable value.

0 is no weight, 6 is very heavy, most players have about 30 maximum carry weight.

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