LIMITS - the Builder Guidelines

Version 4.2 (April 3rd, 2001)


Original Author: Palio [Kathy Perry]

Revised by: Darg [Mark Pringle]

Quick Reference Index

  • NOTE: These limits are not done. I am posting them so Builders have at least something to work from until they are.

    1. Introduction
    2. Document History
    3. Craftsmanship and Magical Modifiers
    4. Ability Bonuses
    5. Skill Bonuses
    6. Item Restrictions
    7. Equipment Rent
    8. Money, and its use for Mobs and Items
    9. Slayer and weapon types
    10. Exceptions and other considerations
    11. Dil Damage
    12. Zone levels and mobiles
    13. More or less Experience (exp)
    NOTE: If there is something you feel is missing in these docs feel free to email darg@vlahalla.com and I will see about including it.


    1. Introduction

    The following is a set of guidelines for zone builders on allocating equipment bonuses for Valhalla MUD. Remember it is your responsibility as a builder for the balance of the mud. What balance is, is open to interpretation by each individual person. That is why these guide lines where made. To bring the balance into some sort of standard. These guide lines are not perfect, we are working every day to make them better. But remember some important points about the game and balance.

    • Most of the time players do not like to be given hordes of high powered stuff with no challenge to getting them. That is why they are here playing, for the challenge. Most like to explore and that is part of what being a builder for Valhalla MUD provides the players, a chance to challenge there witts with the zones you build.
    • Players do not like to go to a zone intended for their levels and find it filled with mobiles so high they can't fight there, or such a diverse level of mobiles that there is no level they can kill in your zone and ever really feel safe. If your zone is intended for levels 20-30 don't put in a bunch of level 199 mobiles.
    • Players like to earn stuff they can use in the level they are fighting in. If your zone is level 20-30 make stuff a level 20-30 can use. All too many builders want the very best in the game and the players loose out.
    • Each zone must be balanced to the rest of the game. Every builder wants people to come to their zone (after all thats why you built it) and tend to make their rewards and items bigger, better and stronger than the rest. This creates a 'my stuff is better than your stuff' war and the whole mud loses.
    • A zone should be built to the regulations in this file and not based on other items on the mud. We know you may find somethings on the mud that do not meet the current guide lines and we are working as fast as possible to bring those items within these limits.
    • Too many zones have been submitted that the only equipment the mobiles are wearing are the item(s) that gives a bonus to the PC. Therefore all zones must include full sets of equipment for all humanoid mobiles in that zone, and all must make reasonable sense. For instant A king wearing plate armour while sitting at his thrown, is highly unlikley. He most likely would be wearing fine robes and jewel encrusted head wear along with sandals, while his guards may be dressed in more appropriate 'battle gear'. For the most part commom sense dictates, if your zone is based on cavemen, dress them appropriately(ie: loin cloths, clubs).
    • Please note that Valhalla Mud likes to have UNIQUE zones. If the zone is on another mud please do not submit it here. When you create an area for use with Valhalla MUD (including Valhalla Test Mud), you give to us the right to use it and modify it on a permanent basis, because of the large effort required by us to help you build the zone. We retain the right to use (or not use) any such area(s), you naturally retain the copyright. We will not give your area away without your permission first and we kindly ask that you do the same for us. You should be aware that the zones are used on a 'donation mud' in the United States. If and when Valhalla MUD makes money we may offer you a payment for your zone.
    To Index


    2. Document History

  • (April 3rd, 2001) - Major revision of limits.txt from Version 4.1 - to numerous to list.
  • (May 8th, 1997) - Added the Money section from money.txt and this history section.
  • (May 7th, 1997) - Converted the new limits.txt to HTML.
  • (May 1st, 1997) - Major revision of limits.txt from version 3.1 - introduction of zone maxes on bonuses, and an overall reduction of allowed bonuses by 2/3.
  • To Index


    3. Craftsmanship [-25..+25] and Magical Modifiers [-25..+25]

    Below is a table showing the MAXIMUM craftsmanship permitted for zones of various level. You are allowed a zone max and you may distribute this in any way you choose in the zone and within these guidelines. For example if your zone max is 20. You may give 20 items a +1 craftsmanship or 2 items a +10 craftsmanship and so on. It is up to you how you distribute the BUT the zone total may never go over your max and any one item in the QUALITY list having a (*) before it may never have more then a +5 bonus (as they should be very rare and carry a world max) and a single bonus on other items never should exceed a +10 bonus. If your zone is an odd number (ie level 7-17) round it DOWN to fit into one of the following categories.

    Craftsmanship is how well an item is made. Consider the lives of the occuppants of your zone. If they are supposed to be good working in one medium (i.e. leather) give that medium a little higher of a craftsmanship bonus. If they tend to be sloppy and/or not to bright in working with their hands, etc, give them a lower craftsmanship. Please use logic when assigning this value. You will be asked to explain why you gave the modifier when your zone is checked.

    Zone/Mob Level Craftsmanship
    1 - 10
    10 - 30
    30 - 40
    40 - 50
    50 - 60
    60 - 70
    70 - 80
    80 - 90
    90 - 100
    100 - 110
    110 - 120
    120 - 130
    130 - 140
    140 - 150
    150 - 160
    160 - 170
    170 - 180
    180 - 190
    190 - 199
    1
    2
    3
    4
    5
    6
    7
    8
    9
    10
    11
    12
    13
    14
    15
    16
    17
    18
    19
    Take note that armor type and material must also be taken into consideration. As spelled out in objects.txt, craftsmanship is a function of workmanship and material of the item. Material rating for wood is -15, and even with good workmanship (of +5) its craftsmanship can be only -10. A wooden sword of -5/0 is thus considered a RARE item for its excellent workmanship and would carry a world max! So when assigning craft to an item remember this to start with the workmanship and add the craft to it. The following table was originally set to what a PC should wear. This was instead interperted to what an NPC should wear so it has been changed accordingly.

    Armor can be divided into 5 categories: cloth, leather, hard leather, chain and plate. A low level mobile, for instance should not be wearing a plate, no matter what its craftsmanship.

    The following tables apply:

    Mobile Level Armor no better than and (craft no better then)
    1 - 20
    21 - 40
    41 - 80
    81 - 100
    101 - 120
    121 - 140
    141 & up
    leather
    hard leather
    chain
    plate (stone)
    plate (silver)
    plate (bronze)
    plate
    Material Quality
    Paper
    Cloth
    Wood
    Bone
    Ebony
    Gold
    Stone
    Silver
    Bronze
    Iron
    (*)Steel
    (*)Mithril
    (*)Diamond
    -20%
    -16%
    -15%
    -14%
    -13%
    -11%
    -8%
    -10%
    -5%
    0%
    5%
    10%
    15%
    Weapons and armors having magical modifiers greater than 0 are considered magical items. Magical modifiers for a zone are give in a max for the zone. For example if your zone max is 20. You may give 20 items a +1 magical modifier or 10 item a +2 magical modifier or 4 items a +5 magical modifier and so on. It is up to you how you distribute the modifier in your zone BUT the zone total may never go over your max and an item in the QUALITY list having a (*) before it may never have more then a +5 bonus (as they should be very rare and carry a world max) and a single bonus on other items never should exceed a +10 bonus.
    Zone Level Magical Modifier
    1 - 10
    10 - 30
    30 - 40
    40 - 50
    50 - 60
    60 - 70
    70 - 80
    80 - 90
    90 - 100
    100 - 110
    110 - 120
    120 - 130
    130 - 140
    140 - 150
    150 - 160
    160 - 170
    170 - 180
    180 - 190
    190 - 199
    1
    2
    3
    4
    5
    6
    7
    8
    9
    10
    11
    12
    13
    14
    15
    16
    17
    18
    19

    To Index


    4. Ability Bonuses

    The maximum ability bonus on any magical equipment is limited according to the tables below. There is a max number of abilities that you may have in a zone and the max number of abilities you may have on an item. The GOAL we are trying to reach is one that the players have asked for time and again. They want the choice and ability to make unique characters and the one way this will come about is with these new guidelines. At first you may think they look harsh, but keep in mind, if an item gives great ability to Fighters it should not be a great weapon for say a Mage.
    1. Note exceptions listed below. Each item that gives a penalty MUST have a drawback. If you give a bonus to STR then you MUST give a detriment to [MAG] and [DIV] first followed with a detriment to (CHA) and (BRA). Abilities in [] should carry a 50% penalty and abilities in () a 25% penalty (When figuring penalties round UP as an example a +3 STR item would give -2[MAG] -2[DIV]). -2 [MAG].
    Mob Max BONUS and PENALTIES
    STR
    DEX
    CON
    BRA
    CHA
    MAG
    DIV
    [MAG] [DIV] (BRA) (CHA)
    [CHA] [BRA] (MAG) (DIV)
    [CHA] [BRA] (MAG) (DIV)
    [CON] (STR) (DEX)
    [CON] (STR) (DEX)
    [STR] [DEX] (CON)
    [STR] [DEX] (CON)
    Example:
    	  I am only showing how the bonus is to be applied here so not a
    	  complete object(ie. not all is shown but what i need to show).
    	  This item gives a single bonus.
    	        slayer
                names {"sword named slayer","sword","slayer"}
                title "A sword named 'Slayer'"
                descr "A very evil looking sword has been dropped on the ground."
                flags {UNIT_FL_MAGIC}
                manipulate {MANIPULATE_TAKE,MANIPULATE_WIELD}
                STR_TRANSFER(+4)
                MAG_TRANSFER(-2)
                DIV_TRANSFER(-2)
                BRA_TRANSFER(-1)
                CHA_TRANSFER(-1)
                end
        
    Example:
    	  This item gives a dual bonus so seems a bit more confusing.
    
    			slayer
                names {"sword named slayer","sword","slayer"}
                title "A sword named 'Slayer'"
                descr "A very evil looking sword has been dropped on the ground."
                flags {UNIT_FL_MAGIC}
                manipulate {MANIPULATE_TAKE,MANIPULATE_WIELD}
                STR_TRANSFER(+4)
                MAG_TRANSFER(-2) -50% OF str
                DIV_TRANSFER(-2) -50% of STR
                BRA_TRANSFER(-1) -50% of STR
                CHA_TRANSFER(-1) -25% of STR
                DEX_TRANSFER(+2) -25% of STR
                CHA_TRANSFER(-1) -50% of DEX
                BRA_TRANSFER(-1) -50% of DEX
    			end
           So the finished product would look like this:
    
    	        slayer
                names {"sword named slayer","sword","slayer"}
                title "A sword named 'Slayer'"
                descr "A very evil looking sword has been dropped on the ground."
                flags {UNIT_FL_MAGIC}
                manipulate {MANIPULATE_TAKE,MANIPULATE_WIELD}
                STR_TRANSFER(+4)
                DEX_TRANSFER(+2)
    			MAG_TRANSFER(-2)
                DIV_TRANSFER(-2)
                BRA_TRANSFER(-2)
                CHA_TRANSFER(-2)
                end
          
    Mob Max Total Ability Bonus
    0 - 10
    11 - 20
    21 - 30
    31 - 40
    41 - 50
    51 - 60
    61 - 70
    71 - 80
    81 - 90
    91 - 100
    101 - 125
    126 - 150
    151 - 175
    176 - 199
    +1
    +1
    +2
    +2
    +2
    +2
    +2
    +3
    +3
    +3
    +4
    +4
    +4
    +5
    Zone Max Total Ability Bonus
    1 - 10
    10 - 30
    30 - 40
    40 - 50
    50 - 60
    60 - 70
    70 - 80
    80 - 90
    90 - 100
    100 - 110
    110 - 120
    120 - 130
    130 - 140
    140 - 150
    150 - 160
    160 - 170
    170 - 180
    180 - 190
    190 - 199
    1
    2
    3
    4
    5
    6
    7
    8
    9
    10
    11
    12
    13
    14
    15
    16
    17
    18
    19
    Please note that ability penalties DO NOT offset the maximum ability bonus. A magical ring eligible for a +3 STR bonus, cannot be allocated more than +3 even after the penalties are imposed.

    [Historical note: Stormbringer (noop) always loved to make items that were both good and bad. For example, he made the healing potion contain a poison spell too.]

    Cursed Items
    For item with a greater negative then -10
    STR and DEX must take at a min 80% of its negative off of CON
    MAG and DIV must take at a min 80% of its negative off of CHA

    EG An item that give -100 STR must also give -80 CON
    or An item that give -100 DIV must also give -80 CHA

    Because an item has the cursed flag on it does not mean you can make it better then normally allowed. Remove curse easily takes away this flag.

    To Index


    5. Skill Bonuses

    This applies to weapons, spells and skills bonuses. Skill bonuses for a zone are given a max for the zone. For example if your zone max is 20. You may give 20 items a +1 skill bonus, 1 item a +20 skill bonus, 2 items a +10 skill bonus, and so on. It is up to you how you distribute the modifier in your zone but the zone total may never go over your max and no one item may ever have more then a +10. The item should also carry a bonus that benifits the intended user, for example giving an ability bonus of +2 and then a bonus in a spell m akes little sence as the chances are its meant for a fighter.
    Zone Level Skill Max Bonus
    1 - 10
    10 - 30
    30 - 40
    40 - 50
    50 - 60
    60 - 70
    70 - 80
    80 - 90
    90 - 100
    100 - 110
    110 - 120
    120 - 130
    130 - 140
    140 - 150
    150 - 160
    160 - 170
    170 - 180
    180 - 190
    190 - 199
    3
    4
    5
    6
    7
    8
    9
    10
    11
    12
    13
    14
    15
    16
    17
    18
    19
    20
    21

    To Index


    6. Item Restrictions

    All magical equipment *MUST* be restricted. Magical items should be given ability restrictions as much as possible. Also items shout carry a vlevel restrictiong restrictions (i.e. you see a level 30 wearing a ring you intended for level 45+).

    A good example is magical armor where STR restriction best applies. This has the effect of allowing fighting-type classes to use the armor at a lower level than a spell-casting type. As a rule, restrictions on abilities should be made equal to the mob's level. Thus a magical helmet with +3 ability bonus (level 100-124) on a level 100 mobile should be restricted with at least 100 STR.

    Level restrictions can be made in a similar way. The only difference being that restrictions imposed are now set with the vlevel restriction and should be at minimun the level of the mobile its equipped on. In other words, a level 100 item should be restricted as vlevel 100.

    If an item is specifically being made for a group of players lower then the what would normally kill the mob (i.e. a sword meant for players level 1-20 and on a level 80 mob) the item should be given the stats relevant of the level of the players the item is intended for and a dil added to restrict its use once it has surpassed the intended levels. In all other instances the level of the mob or zone will be used to determine stats.

    To Index


    7. Equipment Rent

    We no longer charge storage fees but I leave this as you never know what the future may bring *grin*

    Bonuses
    Ability Bonus
    Skill/Spl/Wpn Bonus
    Allows Detection
    Allows hide/sneak, etc
    Slayer properties
    Does DIL damage
    Other DIL effects
    Base rent
    25 ip/point
    8 ip/point
    25 ip/detect
    25 ip/type
    50 ip
    variable (50-500 ip)
    variable (25-100 ip)
    Magical Modifier (1 - 6)
    (6 -10)
    (11-15)
    (16-20)
    (21-25)
    4 ip/point
    8 ip/point
    12 ip/point
    16 ip/point
    20 ip/point
    Please note rent and cost can be put into the zones solely in iron pieces. The game will convert it when doing rent and selling/buying the item.

    Cost of a magical item is computed as 2 times its rent.


    EXAMPLE

    slayer
    names {"sword named slayer","sword","slayer"}
    title "A sword named 'Slayer'"
    descr "A very evil looking sword has been dropped on the ground."
    flags {UNIT_FL_MAGIC}
    manipulate {MANIPULATE_TAKE,MANIPULATE_WIELD}
    WEAPON_DEF(WPN_LONG_SWORD, +16, +23)
    WEAPON_SLAYER(RACE_HUMAN)
    STR_TRANSFER(+4)
    DEX_TRANSFER(+2)
    WEAPON_TRANSFER(WPN_LONG_SWORD, +15)
    cost 15 PLATINUM_PIECE 1 GOLD_PIECE, 7 COPPER_PIECE
    rent 1 PLATINUM_PIECE 4 GOLD_PIECE, 1 SILVER_PIECE, 4 COPPER_PIECE
    weight 20
    special SFUN_OBJ_EVIL_ONLY
    special SFUN_RESTRICT_OBJ "Level = 33 Dex = 20"
    end

    Sword Named Slayer Rent

    Ability Bonus
    Ability Bonus
    Skill/Spl/Wpn Bonus
    Allows Detection
    (such as detect invisible)
    Allows hide/sneak, etc
    Slayer properties
    Does DIL damage
    Other DIL effects
    Magical Modifier (21-25)

    Total Rent Due
    Cost

    25 * 2
    25 * 4
    8 * 15

    25 * 0
    25 * 0
    50 * 1
    50-500
    25-100
    20 * 23


    2 * rent

    50
    100
    120

    0
    0
    50
    0
    0
    460

    780 Iron Pieces
    1560 Iron Pieces

    To Index


    8. Money - Mobs, Items and Conversion

    Money on Mobs/Items

    The max allowed on mobs is listed below please ensure your mobs have the correct amount of money on them and remember not every mob in your zone needs money on it and any non humanoid mobile will not be allowed any money. What is recommended here (for non-humanoid) if you have a Letuce plant, make it so when it is killed it loads a head of lettuce that can then be sold at a shopkeeper you have installed for this purpose. As it stands now the compiler will now complain if you let mobiles have too much money on them. The following maxes are listed out in iron pieces we ask you to use the table below this to convert it to the appropriate money value.

    The follow is the max allowed on the mobs for money:

    Levels Iron Pieces
    1 - 20
    21 - 100
    101 - 150
    151 - 200
    5 per level
    10 per level
    15 per level
    20 per level
    Thus a level 200 with a max amount of coins should have 4000 iron pieces or 6.25 gold. There should never be a mob with a platinum piece on it without permission of the game administrators.

    If the mobs in the game continue to have too much money on them we will handle it in a couple of ways:

    1. Mobs with excess money on them will be slimed.
    2. We will see about having the compiler reject files with excess money. We would prefer to not do this because with everything exceptions may be allowed to the money max with admin approval.

    When items have money in them the max allowed should be based on the max allowed to the highest natural mob in your zone (In other words do not include mobs made for quests, etc, that you have given extra levels to). For example, you have a zone with mobs level 20-30 and you have a level 199 mob that is used for quests. You would base your item max money on the level 30 not the level 199.

    When loading money into an object such as a chest or bowl you must create a money object in your zone then load the object into the item you want the money in.

    The object would be as follows.

    coins

    MONEY(IRON_PIECE, 40)
    end

    When writing a zone please make sure you are using the most current money system.
    The following are out of date and should be changed as soon as possible:

    cost 10
    cost 12*SILVER_MULT

    When using money in your zones please use the following:

    1 IRON_PIECE
    1 COPPER_PIECE
    1 GOLD_PIECE
    1 PLATINUM_PIECE

    Here are the conversion values for currency:
    10 old gold
    8 iron
    8 copper
    8 silver
    8 gold
    =
    =
    =
    =
    =
    1 iron
    1 copper
    1 silver
    1 gold
    1 plat

    To Index


    9. Slayer and weapon types

    Weapons deemed to be 'too strong' for the mud include ones with super strong dil hits, more then one slayer type on a single weapon, or a weapon that changes from one powerful weapon to another. Weapons that change from one type of weapon to another or from one slayer race to another on command are strongly discouraged and will not be allowed in the game. Any weapon that has a slayer type you are to create a dil that inflicts "reasonable" damage. The items that use for example WEAPON_SLAYER(RACE_HUMAN) should be changed to dil as they are no longer allowed.

    To Index


    10. Exceptions and other considerations

    1. Quest items

      Quest items or rewards can be slightly better than what the general rule permits. Exceptions such as +4 ability bonus given to it instead of a +3 are allowed provided the difficultly of the quest justifies it. As a rule of thumb, a quest item given in a zone can be given an extra +1 above its level. The penalties remain the same as for non-quest items.

      We are not at this time allowing any more 'Mary Pot' type quests. All quests now must be multi part, have a theme that fits your zone, and should be more along the lines of the quests in Halfzon or Korandin. These are two good examples of what players have told us they enjoy doing.

      Quest items required for your quests should all come from your zone or if you have more then one zone your zones, but should be loaded from the zone that requires it. This is for reasons of updating. It is not an easy task if something changes to go search all the zones trying to see if we located and changed all symbolics as needed.

      Each zone can give no more then ONE quest reward that gives and ability bonus. You may however give several if they are required at some point to complete the final quest and gain the true reward.

      For example you give a +1 reward item that is needed to obtain the +2 reward later on in the quest and then this item (the +2) is required to obtain the final +4 reward.

      Any item that you install into the game, then requires fixing, whether quest or not, requires a new symbolic upon re-entry to the mud. This may require you to strip quest flags and rename quests so try to fully test each and evey item fully before loading it on to the MUD. Quest items will be examined on a case by case basis. All quest items shall be restricted to those with the quest flag and carry the same restrictions other items carry. Quest items are not counted into your zone max but MUST be OK-ed by the admin of game.

    2. Guild items

      Guild items that are given free and without restriction on levels should be designed to outlive their usefulness as the player advances in level. It ends the player's quest to find better equipment for him/herself. Guild items that are meant for all levels should perform differently on every player depending on their levels and skills. They should not be designed as the best item of its kind in the game.

      Bonuses for guild items should be awarded as appropriate to the lowest level character using them.

    To Index


    11. Dil Damage

    When using cast_spell the following limitations will be in effect.

    Dil Damage Rules

    1. Only single wielded weapons may have dil damage.
      *NO* dil damage on the following:
      • Items held
      • Dual wielded weapons (unless the dil does not work in the 2nd position)
      • Worn Items (plate, boots, sleeves etc)
    2. Dil damage will trigger on a keyword or event and have charges.
      • The charges should not be unlimited. This means they should be able to run out of energy at some stage and force the player to either wait or do some task to help their weapon charge.
    3. Limitations on different types of weapons made with dil.

      1. First level spells (i.e cause_wounds_1)

        • Weapons having a first level spell have a max of 12 charges total. The weapon can have no more than 12 charges per 12 mud hours. This means you can charge a weapon once every 12 hours for 10 charges or you could charge the weapon 12 times over 12 mud hours for 1 charge each time.
        • Spell power should be set according to level of player intended to use the weapon the following is the levels and the spell power allowed: (this is set according to level 50 max until further notice)
          level (1-20) 1-25

          level (21-45) 26-50

          level (45-up) 50-75 max

        • Should activate only on command. For example thunder hammer might activate when wielder types crack.
        • Can have more than one level one spell but must not cast more than one at once and has to take one charge per spell cast. Therefore if you had a sword that both healed and harmed the player might have to type "salomyheal" for the heal and salomy harm for the harm and both would take a charge.
      2. Second level spell damage maxes (i. e. cause_wounds_2)

        • These weapons are going to be only very special and very rare.
          Can only have a max of 1 charge.
          Can only charge once per mud day.
        • Spell power should be set according to level of player intended to use the weapon the following is the levels and the spell power allowed:
          level (1-20) 1-10

          level (20-40) 10-22

          level (45-50) -25% max spell power

        • Should activate only on command. For example thunder hammer might activate when wielder types crack.
        • Can only have 1 spell on the weapon no more.
      3. Third level spell damage max

        • max charges 1.
        • max charge 1 per mud week.
        • The following is the level and the max spell power.
          level (1-20) 1-4

          level (20-45) 4-8

          level (45-50) up to 10 max spell power

        • Should activate only on command. For example thunder hammer might activate when wielder types crack.
        • can only have one spell on the weapon.
        • These might even be a one time use weapon.
      4. Meleeattack

        • These weapons are complicated to make and should have a lot of thought put into them. The Meleeatack requires the builder to set the attack type of the wielder of the weapon and set it back after the attack. For example if you have a mace that has a spring loaded dagger that jumps out when it hits its opponent you would set the attack type to dagger from mace and then called the meleeattack function. After that you would return the type to the mace. The following are the guidelines that have been thought up these could change as builders use meleeattack more.
        • When using melee attack on weapons only one shot of equal attack type extra per combat. For example if you have a war hammer you can only do a melee attack with war hammer once max per combat. And it should take one of the hammers charges.
        • If your melee attack is less than your normal weapon then you may have a max of 12 charges per 12 hours as in spells. For example If your main weapon is long sword and your meleeattack is dagger you can have it work 12 times per 12 mud hours.
        • A command word should be used to cause the damage for example if you wanted a wood pecker to pop out of your hammer the command might be "peck him".
        • These weapons like spell weapons must be approved by admin and will be watched since the true power of this function is not known yet.
      5. Setting hit points and dil slayers

        • Setting hit points and/or slaying players or mobs in dil is not allowed except in the case when an victim is already below 10 hit points. This allows you to put in special death acts like "You smash his head through the ground."
      6. All dil weapons will have to be OK-ed by admin before going into the mud.
      7. Dil damage on items you can wear or hold

        • These are very limited and will have to be dealt with on a per item basis. On dil damage items such as staves that you can hold, dil wands or orbs should use the staff and wand functions
      8. Dil defensive items

        • These are items include armor/items that heal a player or items that cure players. Such as cure blind gloves or breast plate of protection.
        • Due to the power of these spells when used on objects the max you will be allowed to use is first level spells with a max spell power of 50. The following are the guidelines:
          • Max of 12 charges on the item.
          • Max of 12 recharges per 12 mud hours. These charges are not accumulative.
          • Spell power should be set one per level of the player using the item. for example an item with a level 50 restriction would be allowed spell 50.
          • Item may have more than one cure or remove type spell but each must take 1 charge from the item.
      9. Cursed weapons and items in dil

        Cursed weapons and armor and even items fall under these rules. You are allowed to do anything to the wielder or user that you want to do to hurt them. This means setting hit points on the user is allowed to hurt them but not to help them a good example would be The helmet in hades6 that crushes your head or the sword in garden that takes your hit points and gives it to your opponent. Also death rooms and death items are allowed and we do not have a problem with killing of players. It is nice however to leave them with some of their equipment except in extreme death traps.


    Thank you I realise these are tough guidelines to follow and still be creative but it is the only way the mud can retain its balance. Remember the alternative to following these guidelines is you don't need dil weapons or items in your zone that do damage. While a dil quest is required for your zone a dil item or weapon is not. You may feel free to make items that ACT but do *NO* DAMAGE, in fact it is highly encouraged that for each dil damage item you made that you make 1 or more non-damage dil item.

    Rules for dil/slay weapons

    • Spells that raise a players stats while in battle will not be allowed (i.e. raise str, raise dex).
    • If an item does dil damage It will NOT have a race slayer.
    • There should not be a kill all weapon. We will not allow weapons that change race slayers.
    • Dil slayers will only be allowed if the slay activates on the enemies hit points. And the slay may never activate if the enemy has more then 10 hit points. We suggest the following wait statement to activate the slay.

      wait(SFB_COM, command(CMD_AUTO_COMBAT) and

      (self.equip == WEAR_WIELD) and

      (self.outside.fighting.hp < 10));

    • Weapons may NOT change types if it is say a long sword it may never change to another type of weapon.

    Quest Items may be chosen but it must be a one time choice. Ie the quest items in tower.zon where the quester must choice between leggings, pendant, sleeves. The choice is made before the item is given. Old flame tongue change dil is illegal and will be changed.

    Quest items may be re-gotten but We highly suggest you do this through another quest. For armor and weapons we insist that a second quest be required to replace the item.

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    12. Zone levels and mobiles

    Builder will assign their zones a 10 level span and all items will be with in that level. A bases of 10 level span per zone will be used unless special permission is given. Zones over level 100 may have a wider spread of levels.

    Note: Zones may if the builder desires have other higher level mobs but their weapon and armor will have the stats of the zone level not the mob.

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    13. More or less Experience (exp)

    By default a monster gives the amount of experience it is worth (which depends on the level of the monster). If you create a particular powerful monster or a very weak monster, you may wish to raise or lower the amount of experience given to the player. This can be done by specifying an experience percentage modification. You may want to modify the standard amount (of 100) when you create non-standard monsters. The default amount is not always the correct amount, for example an aggressive invisible 10th level dragon with breath weapon and spells, should give more exp than a blind, thieves-friendly dragon. The way I suggest you to calculate the monsters experience value should be adding the following amplifiers: Note that if the monster is using wands, scrolls, staffs or magical items this should not increase the exp amount, since the item value should be more than enough reward for the players! See example application later in this document.

    Amplifiers:

    Ability / Skill Bonus Examples
    Breath weapon +50 Usually a Dragon or Gorgon
    Special fighting routine +20 Example : The Evil Iggy remembers who he is fighting with. When he gets below 50% hits he casts "random teleport". Later (when he has full hp) he summons the player he has been fighting with and THEN tries to kill the player. This routine is highly dangerous for groups.
    Monster stings (poison) +20 Player can die even after a successful kill
    Monster is invisible +15 Players can not attack, and player's group will not be able to help, unless they can see invisible.
    Monster is hiding +5 A thief.
    Monster can see invisible +5 This is only dangerous if the monster is aggressive, and this amplifier should only be used in such a case.
    Monster is team working +5 The guards helps the Captain and each other.
    Monster is being rescued +5 The king is hard to kill, you have to kill his lifeguards first.
    Monster is aggressive +5 Monster will hit first and increase chance of a kill.
    Monster is ambushing +10 The monster is using the special function SFUN_RAN_ATTACK

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