Objects are a very important part of your mud. While not as important as rooms or mobs, it is still crucial to have good objects so that you dont overbalance the game or make people become bored quickly. But remember, entertainment is paramount. If people arent entertained, you have failed your job as a builder. Here is the syntax to create an object:
Ocreate <obj vnum> [copy vnum] <Obj Name>
This should look like "Ocreate 73926 A yellow tooth
". It could also look like, if you were going to copy the statistics of one mob to this one, "Ocreate 73296 73295 A yellow tooth
". This will create an edit for you to edit using the oset command, which leads us onto our next topic...
Setting the Object
Here is the command you will need the most when creating objects. Again, become very familiar with it and all its functions, you will need to if you want to build good objects. Here I will show you the listing of oset commands and what they do.
Long <long description> This is the long description. i.e."An axe lies on the floor."
Wear <where you would wear the item, e.g. take, wield> <extra flag>
Name <Keywords of mob, e.g a wood stick would be Wood Stick>
Short <Short description of a object, e.g. A Gold Ring>
*Flags <Flags on the object, very important command.>
Desc <description of the object, not used often but sometimes is necessary>
Weight <Weight of the object, usually 1 - 30 or so>
Cost <cost of the object if the object was to be sold byor to a shopkeeper>
Type <The Type of object, i.e. weapon, armor, pill, etc.>
Value<0-5> <value flag on the item, read help itemvalues onmud.>
ed <keyword> This puts you into a buffer for an extra description.
rmed <keyword> Removes extra description
layers <layer number> This is for layers on armor, such as 2 layers of feet eq.
affect <affect spell> This is to add an affect to the object when worn, i.e. shield
rmaffect <spell> Removes an affect from the eq
actiondesc <Actiondesc> This will make the eq show a special output to the room when worn.
rent <number> Cost to rent eq. Not used in SWR base.
timer <number> Number of ticks until the object rots away
* NOTE: The flags command is very important, specifically the prototype flag. This flag defines whether the object is "index" or "original". If you edit an index or prototype object, it will affect all the other objects in the game. If the object you edit does not have the prototype flag on it, then when you edit it it will be the only one affected.