Object Resolutions

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Items define the non living things that can be found littering the world. Unlike in many other MUDs, items are not limited to only one type (such as food, potion, weapon). In the Worlds of Carnage multiple types can be assigned. So you can create an item that can be drank from and eaten, or a wand that can also be used as a sword. Following are the item fields that can currently be retrieved and set via the resolution operator. Each description is prefixed with either [G] gettable, [S] settable, or [G,S] gettable and settable. Resolutions are case sensitive.

General Information
Various information about the item.
@item->templateAreaId [G] The ID for the area in which the item is described.
@item->templateAreaPtr [G] A pointer to the area structure in which the item is described.
@item->buyValue [G,S] The base value at which the item may be bought from a shop. This value is usually modified by any given shop's trade rates.
@item->container [G] Returns a pointer to the item containing this object. If no such container item exists then null is returned.
@item->descInventory [G,S] The text shown for the item when a player views it in their inventory.
@item->descRoom [G,S] The text shown for the item when a player views it in the room.
@item->descExamine [G,S] The default text presented when a player examines or looks at an item. This usually corresponds to the last extra defined for the item. However, other extras may obscure the default description if there are overlapping keywords.
@item->hitpoints [G,S] The current number of hitpoints the item has.
@item->id [G] The ID of the item. The same ID assigned to it in the builder and used to load it into the game.
@item->invisibilityLevel [G,S] This determines the minimum level at which a mortal can see the item. Unlike the invisibility affect, this cannot be bypassed with the detect invisibility affect. The primary purpose of this field is to prevent access to an item by a low level mortal or to prevent the item from being detected in cases where it's purpose is to create an effect. Orbs created by the illuminate spell set this field to level 155 when dropped on the ground with the resulting effect of simulating the light spilling out into the room.
@item->keywords [G,S] Keywords by which an item may be targetted. Keywords may be separated with spaces, commas, or semi-colons.
@item->level [G,S] The level of the item. This currently determines the level at which the item may cast spells.
@item->longName [G,S] Alias for @item->descRoom.
@item->maxHitpoints [G,S] The number of hitpoints an item has when it is undamaged. When an item is repaired its hitpoints field is set to this value.
@item->name [G,S] Alias for @item->descInventory.
@item->owner [G] The current mobile owner of the item. If the item does not have an owner then null is returned.
@item->rentCost [G,S] The base cost a mobile must pay to rent this item. Rent payments are no longer an active component of the game; however, this value is still used against a player's rent capacity.
@item->sellValue [G,S] The base value at which the item may be sold to a shop. This value is usually modified by any given shop's trade rates.
@item->shortName [G,S] Alias for @item->descInventory.
@item->timer [G] Determines how many ticks until the object goes "poof" from the game. In addition to other custom uses, this field is used to define when corpses are automatically cleaned from the game.
@item->uniqueId [G] A unique ID assigned to the item when it is created. The lifespan of the ID is until the item is rented or the game reboots.
@item->weight [G,S] The weight of the item in stones. Unfortunately the game does not support a very fine grained weight system. In general one stone could be considered roughly equivalent to one pound.
@item->materialId [G] The ID for the material from which this item is primarily made.
@item->materialPtr [G] A pointer to the material structure that can be used with material resolutions.
@item->material [G] The name of the material from which this item is primarily made.
@item->continentId [G] The ID of the continent in which the item resides. Continents at this time have an influence over summon and gate spells since you can't jump between them using these spells. You should never store the continent ID or compare against a a literal integer value since it could change. It is better to store/compare against the key value.
@item->continentPtr [G] A unique pointer to the continent data structure that can be used with continent specific resolutions.
@item->continentKey [G] The simplified name of the continent which will consist of only alphabetic characters and underscores. If you need to store a continent identifier of compare against an explicit value then you should use this value. Example: western_islands
@item->continent [G] The name of the continent as might be displayed to a player. Example: Western Islands
@item->areaId [G] The ID of the area in which the item resides. You should never store the area ID or compare against a a literal integer value since it could change. It is better to store/compare against the key value.
@item->areaPtr [G] A unique pointer to the area data structure that can be used with area specific resolutions.
@item->areaKey [G] The simplified name of the area which will consist of only alphanumeric characters and underscores. If you need to store a area identifier of compare against an explicit value then you should use this value. Example: esa_isle
@item->area [G] The name of the area as might be displayed to a player. Example: Esa Isle
@item->zoneId [G] The ID of the zone in which the item resides.
@item->zonePtr [G] A unique pointer to the zone data structure that can be used with zone specific resolutions.
@item->zone [G] The name of the zone as shown when a zone resets or is loaded.
@item->roomId [G] The ID of the room in which the item resides.
@item->roomPtr [G] A unique pointer to the room data structure that can be used with room specific resolutions.
@item->room [G] The name of the room as shown when a player looks at a room.

Variables
You can use these fields to retrieve and set entity, player, and saved variables for the item.
@item->evars->varName [G,S] Sets or retrieves the value for the item's entity variable name "varName".
@item->pvars->varName [G,S] Sets or retrieves the value for the item's player variable name "varName".
@item->svars->varName [G,S] Sets or retrieves the value for the item's saved variable name "varName".

Inventory
These fields can be used to retrieve and move items into the item's inventory. This is generally only desireable when the item is a container.
@item->inventory [G] Returns an array consisting of the items' contents.
@item->inventory->first [G,S] Returns the first item contained by the item. If assigned a value then the assigned item is moved to the first position of the container's contents
@item->inventory->head [G,S] An alias for @item->inventory->first.
@item->inventory->last [G,S] Returns the last item contained by the item. If assigned a value then the assigned item is moved to the last position of the container's contents
@item->inventory->tail [G,S] Alias for @item->inventory->last.

Inventory (short aliases)
Exactly the same as the inventory field counterparts except less typing is involved :)
@item->inv [G] Alias for @item->inventory.
@item->inv->first [G,S] Alias for @item->inventory->first.
@item->inv->head [G,S] Alias for @item->inventory->head.
@item->inv->last [G,S] Alias for @item->inventory->last.
@item->inv->tail [G,S] Alias for @item->inventory->tail.

Buffs
Fields for retrieving information about any buffs on the item.
@item->buffs [G] Returns an array of buff pointers currently on the item. Entries are indexed sequentially from 1 onward.
@item->buffs->first [G,S] Returns a pointer to the first buff on the item.
@item->buffs->last [G,S] Returns a pointer to the last buff on the item.
@item->buffs->head [G,S] An alias for @item->buffs->first
@item->buffs->tail [G,S] An alias for @item->buffs->last
@item->buffs->add [G,S] An alias for @item->buffs->last

Extras
Fields for retrieving information about any extras on the item.
@item->extras [G] Returns an array of extra pointers currently on the item. Entries are indexed sequentially from 1 onward.
@item->extras->first [G,S] Returns a pointer to the first extra on the item.
@item->extras->last [G,S] Returns a pointer to the last extra on the item.
@item->extras->head [G,S] An alias for @item->extras->first
@item->extras->tail [G,S] An alias for @item->extras->last

Wear Flags
These flags determine on which body locations the item can be worn by a mobile. Additionally, in a perverse abuse of the "wear" concept, the ability to pick the item up off the ground is also included in this list. This perversion is maintained for historical reasons. To set a flag you can assign the value 1, to disable a flag you can assign the value 0.
@item->canGet [G,S] Determines whether the item can be picked up from the ground or floor.
@item->canTake [G,S] Alias for @item->canGet
@item->hold [G,S] Determines whether the item can be held such as for wands, staves, and weapons.
@item->wearAbout [G,S] Determines whether the item can be worn about the body such as for cloaks.
@item->wearArm [G,S] Alias for @item->wearArms.
@item->wearArms [G,S] Determines whether the item can be worn on the arms such as for armbands.
@item->wearBody [G,S] Determines whether the item can be worn on the body such as for vests and body armour.
@item->wearFeet [G,S] Determines whether the item can be worn on the feet such as for boots.
@item->wearFinger [G,S] Alias for @item->wearFingers.
@item->wearFingers [G,S] Determines whether the item can be worn on the fingers such as for rings.
@item->wearFoot [G,S] Alias for @item->wearFeet.
@item->wearHand [G,S] Alias for @item->wearHands.
@item->wearHands [G,S] Determines whether the item can be worn on the hands such as for gloves and gauntlets.
@item->wearHead [G,S] Determines whether the item can be worn on the head such as for helms and crowns.
@item->wearLeg [G,S] Alias for @item->wearLegs.
@item->wearLegs [G,S] Determines whether the item can be worn on the legs such as for leg plates and pants.
@item->wearNeck [G,S] Determines whether the item can be worn on the neck such as for necklaces and pendants.
@item->wearShield [G,S] Determines whether the item can be worn as a shield.
@item->wearWaist [G,S] Determines whether the item can be worn around the waist such as for belts.
@item->wearWrist [G,S] Alias for @item->wearWrists.
@item->wearWrists [G,S] Determines whether the item can be worn on the wrists such as for bracers.
@item->wield [G,S] Determines whether the item can be wielded such as for swords and clubs.

Flags
Flags are boolean values that enable or disable features for the object. To set a flag you can assign the value 1, to disable a flag you can assign the value 0.
@item->flags->canGet [G,S] Alias for @item->canGet.
@item->flags->canTake [G,S] Alias for @item->canGet.
@item->flags->expires [G,S] Determines whether the item expires or not. This is used in conjunction with @item->timer. If this flag is set then the timer is reduced by 1 each tick that the item is in a PC mobiles inventory or equipment.
@item->flags->expiresAnywhere [G,S] Determines whether the item expires or not. This is used in conjunction with @item->timer. If this flag is set then the timer is reduced by 1 each tick regardless of the item's location.
@item->flags->expiresWhenWorn [G,S] Determines whether the item expires or not. This is used in conjunction with @item->timer. If this flag is set then the timer is reduced by 1 each tick that the item is worn by a PC mobile.
@item->flags->isAntiEvil [G,S] if this flag is set then evil mobiles cannot wear the item.
@item->flags->isAntiGood [G,S] If this flag is set then goodly mobiles cannot wear the item.
@item->flags->isAntiNeutral [G,S] If this flag is set then neutral mobiles cannot wear the item.
@item->flags->isBlessed [G,S] Flags the item as blessed. This also has the effect of augmenting the item's description with "... It glows softly!".
@item->flags->isCursed [G,S] Flags the item as cursed. A cursed item cannot be dropped until the curse has been removed. Cursed items can also be stolen.
@item->flags->isDark [G,S] This flag has no known usage at this time.
@item->flags->isEquipped [G] Returns 1 if the item is currenty equipped by a mobile.
@item->flags->isEvil [G,S] Flags the item as being evil. Evil items cannot be blessed.
@item->flags->isGlowing [G,S] Flags the item as glowing. This has the effect of augmenting the item's description with "... It glows softly!".
@item->flags->isHumming [G,S] Flags the item as humming. This has the effect of augmenting the item's description with "... It hums quietly!".
@item->flags->isInAffects [G] Returns 1 if the item is currenty in a mobile's special affects inventory; 0 oitherwise.
@item->flags->isInContainer [G] Returns 1 if the item is currenty in a container item; 0 otherwise.
@item->flags->isInInventory [G] Returns 1 if the item is currenty in a mobile's regular inventory; 0 otherwise.
@item->flags->isInRoom [G] Returns 1 if the item is currenty in a room; 0 otherwise.
@item->flags->isInvisible [G,S] Flags the item as being invisible. To see it the viewer must be affected by detect invisible.
@item->flags->isMagical [G,S] Flags the item as magical. This flags has different uses in the game. One use is that weapons having this flag enabled cannot be enchanted.
@item->flags->isNicknamed [G,S] When enabled it indicates that the item has a nickname.
@item->flags->isNoDrop [G,S] Alias for @item->flags->isCursed.
@item->flags->isNoDamage [G,S] Item cannot be damage when this flag is set.
@item->flags->isNoDestroy [G,S] Item cannot be destroyed when this flag is set. This differs from the isNoDamage flag because it can be damaged to near destruction but not actually destroyed.
@item->flags->isNoExtract [G,S] Prevents the item from being removed from play when an owning mobile is killed or purged. In other words, the item should be a permanent part of the character. This flag is most often used in conjunction with special affect items such as Vampirism.
@item->flags->isNoGive [G,S] When enabled it prevents the item from being given to another mobile.
@item->flags->isNoLocate [G,S] When enabled it prevents the item from being located using the locate object spell.
@item->flags->isNoRemove [G,S] When enabled it prevents the item from being removed if worn.
@item->flags->isNoZoneUnload [G,S] When enabled it indicates to the game engine not to unload the item when the zone resets.
@item->flags->isTwoHanded [G,S] Flags the item as requiring two hands to wield.

Affect Specific
Fields relevant to items that have had been assigned the "affect" type.
@item->affect->owner [G,S] A pointer to the owner of the affect (if set). Setting the value of this field is optional.
@item->affect->skillName [G,S] The name of the skill with which this affect is associated. This field is optional.
@item->affect->antidotes [G,S] An array of values that define antidotes for the affect. Generally antidotes will match the names of skills than can be used to neutralize the affect; however, custom quest oriented names can be used also. The internal mobile AI engine uses this list to determine if the mobile can neutralize the affect if it is negative.
@item->affect->antidotes->add [S] Meta field for adding new antidotes to the list of possible antidotes for the affect.
@item->affect->antidotes->delete [S] Meta field for deleting antidotes from the list of possible antidotes for the affect.

Armour Specific
Fields relevant to items that have had been assigned the "armour" type.
@item->armour->acFactor [G,S] The factor by which this item increases a mobile's armour class when worn. This is denoted as a factor since the exact armour class modification depends on the worn location. For more details see "help armour types".
@item->armor->acFactor [G,S] An alias for @item->armour->acFactor.

Arrow Specific
Fields relevant to items that have had been assigned the "arrow" type.
@item->arrow->damageString [G,S] The amount of damage the arrow contributes to the overall damage calculation from combining the arrow's damage and the bow's damage when a successful hit occurs. This is not generally a rote value but rather a simple mathematical formula that is evaluated during damage calculation. For instance one might assign the following value: "10 + 1d5"
@item->arrow->damageType [G,S] The type of damage the arrow will inflict. The following values are possible: acid, bite, bludgeon, breath, claw, cold, crush, deadlyPoison, drainLife, electric, fire, hit, mental, negativeEnergy, pierce, poison, positiveEnergy, pound, slash, smash, sting, whip

Body Part Specific
Fields relevant to items that have had been assigned the "body part" type.
@item->bodyPart [S] A meta field to which a corpse pointer can be assigned such that relevant body part fields can be automatically derived.
@item->bodyPart->mobId [G,S] The ID of the mobile to which the body part belongs. This wil be 0 when the body part is from a PC mobile.
@item->bodyPart->name [G,S] The name of the mobile to which the body part belongs. In the case of NPCs this will be set to the mobile's @mob->descShort field. In the case of a PC mobile this will be set to their name.
@item->bodyPart->race [G,S] The race of the creature to which the body part belongs (eg. elf, gnome, troll, human).
@item->bodyPart->level [G,S] The level of the creature to which the body part belongs.
@item->bodyPart->flags->isPc [G,S] Flags the body part as having belonged to a PC mobile.
@item->bodyPart->flags->isNpc [G,S] Flags the body part as having belonged to an NPC mobile.
@item->bodyPart->flags->isDust [G,S] Flags the body part as being dust.
@item->bodyPart->flags->isSlime [G,S] Flags the body part as being slime.
@item->bodyPart->flags->isGelatin [G,S] Flags the body part as being gelatin.
@item->bodyPart->flags->isHusk [G,S] Flags the body part as being a husk.

Bow Specific
Fields relevant to items that have had been assigned the "bow" type.
@item->bow->nockFactor [G,S] This field determines how long it takes to pull an arrow using the bow. A higher nockFactor means longer pull time, but also means that the arrow will inflict more damage upon hitting the target.
@item->bow->damageString [G,S] The amount of damage the bow contributes to the overall damage calculation from combining the arrow's damage and the bow's damage when a successful hit occurs. This is not generally a rote value but rather a simple mathematical formula that is evaluated during damage calculation. For instance one might assign the following value: "10 + 1d5"

Container Specific
Fields relevant to items that have had been assigned the "container" type.
@item->container->maxCapacity [G,S] The maximum capacity of the container. This determines how much the container can hold. It is a measure of the weight of items that may be placed inside the container.
@item->container->usedCapacity [G,S] The current capacity of the container being consumed by contents. It is a measure of the weight of itemscurrently in the container.
@item->container->pickResilience [G,S] Not currently implemented.
@item->container->forceResilience [G,S] Not currently implemented.
@item->container->keys [G,S] Returns an array consisting of the IDs of objects that may be used as keys to unlock this container. An array of IDs may also be assigned that will determine what items can unlock the container.
@item->container->keys->add [S] A meta field to which an item ID can be assigned and which will then be added to the list of valid key IDs.
@item->container->keys->delete [S] A meta field to which an item ID can be assigned and which will result in that ID being removed from the list of valid key IDs.
@item->container->flags->canClose [G,S] Determines whether the container can be closed or not.
@item->container->flags->isCloseable [G,S] Alias for @item->container->flags->canClose.
@item->container->flags->isClosed [G,S] Flags the container as currently closed.
@item->container->flags->hasLock [G,S] Determines whether the container has a lock.
@item->container->flags->isLocked [G,S] Flags the container as currently locked.
@item->container->flags->isPickproof [G,S] Flags the container as not being pickable (a la pick skill).
@item->container->flags->isFreeStorage [G,S] Flags the container as providing free storage. Items placed within a container with this flag enabled will not count against a players rent capacity.
@item->container->flags->isInverted [G,S] Flags the container as inverted. An inverted container will display its contents when viewed. For instance the belt of heads worn by Groulth in Elkin is an inverted container and displays the heads as though attached to the outside.

Corpse Specific
Fields relevant to items that have had been assigned the "corpse" type.
@item->corpse->mobId [G,S] The ID of the mobile to which the corpse belongs. This wil be 0 when the corpse is from a PC mobile. The monster zombie uses this field to load an appropriate zombie for the corpse.
@item->corpse->name [G,S] The name of the mobile to which the corpse belongs. In the case of NPCs this will be set to the mobile's @mob->descShort field. In the case of a PC mobile this will be set to their name. The monster zombie spell uses this field to re-assign the exact name to the zombie.
@item->corpse->race [G,S] The race of the creature to which the corpse belongs (eg. elf, gnome, troll, human).
@item->corpse->level [G,S] The level of the creature to which the corpse belongs.
@item->corpse->lifeforce [G,S] A value assigned to the corpse (currently based on level) which at the current time is used to determine vampire bloodlust satiation.
@item->corpse->flags->isPc [G,S] Flags the corpse as having belonged to a PC mobile.
@item->corpse->flags->isNpc [G,S] Flags the corpse as having belonged to an NPC mobile.
@item->corpse->flags->isDecapitated [G,S] Flags the corpse as having been decapitated.
@item->corpse->flags->isDisguiseUsed [G,S] Flags the corpse as having been plundered for a disguise.
@item->corpse->flags->isSkinnable [G,S] Determines whether the corpse can have a skin removed.
@item->corpse->flags->isSkinned [G,S] Flags the corpse as having been skinned.
@item->corpse->flags->isDust [G,S] Flags the corpse as being dust (such as for vampires).
@item->corpse->flags->isSlime [G,S] Flags the corpse as being slime (such as for slimes).
@item->corpse->flags->isGelatin [G,S] Flags the corpse as being gelatin (such as for gelatins ;)
@item->corpse->flags->isHusk [G,S] Flags the corpse as being a husk (such as for dopplegangers).

Drink Specific
Fields relevant to items that have had been assigned the "drink" type.
@item->drink->name [G,S] The name of the drink (eg. beer, water, wine).
@item->drink->colour [G,S] The colour of the drink's liquid (eg. brown, clear, red).
@item->drink->color [G,S] An alias for @item->drink->colour.
@item->drink->maxCapacity [G,S] The maximum drink units that the item may contain.
@item->drink->usedCapacity [G,S] The current number of drink units being used (filled up amount).
@item->drink->affectDrunk [G,S] The amount by which a drink of the liquid affects a mobile's drunkeness (negative values can be used to make the mobile less drunk).
@item->drink->affectHunger [G,S] The amount by which a drink of the liquid affects a mobile's fullness (negative values can be used to make the mobile hungrier).
@item->drink->affectThirst [G,S] The amount by which a drink of the liquid affects a mobile's thirst fullness (negative values can be used to make the mobile thirstier).
@item->drink->flags->isPoisoned [G,S] Flags the drink is poisoned.
@item->drink->flags->isEmpty [G,S] Meta flag that returns 1 if there is nothing left to drink; otherwise returns 0.

Herb Specific
Fields relevant to items that have had been assigned the "herb" type.
@item->herb->maxUses [G,S] The maximum number of times the herb may be used.
@item->herb->usesLeft [G,S] The current number of uses remaining.
@item->herb->quality [G,S] The quality of the herb. This influences it's potency in the same way quality of spells/skills influence their potency.
@item->herb->chanceFind [G,S] The chance that the herb can be found while foraging.
@item->herb->chanceWorks [G,S] The chance that the herb will work when used.
@item->herb->prepTime [G,S] The amount of time required to prep the herb for use.
@item->herb->preppedValueFactor [G,S] I don't remember.
@item->herb->preppedTypes [G,S] Returns an array of prep types supported by the herb. The following values are currently supported: salve, liquid, dried, potion, spellComponent. Similarly an array may be assigned to this field to set the supported prep types.
@item->herb->preppedTypes->add [S] A meta field for adding support for a prep type to the herb.
@item->herb->preppedTypes->delete [S] A meta field for removing support for a prep type form the herb.
@item->herb->harvestTerrains [G,S] Returns an array of terrains where the herb may be found via forage. Similarly an array of terrains may be assigned to the field to set the supported harvest terrains. See the list of terrain types for rooms for possible values.
@item->herb->harvestTerrains->add [S] A meta field for adding support for a harvest terrain.
@item->herb->harvestTerrains->delete [S] A meta field for removing support for a harvest terrain.
@item->herb->harvestMonths [G,S] Returns an array of months during which the herb may be found via forage. Similarly an array of months may be assigned to the field to set the supported harvest months. The month values should be enumerated value of the month (eg. month of nature == 7).
@item->herb->harvestMonths->add [S] A meta field for adding support for a harvest month.
@item->herb->harvestMonths->delete [S] A meta field for removing support for a harvest month.

Food Specific
Fields relevant to items that have had been assigned the "food" type.
@item->food->portionSize [G,S] The amount the food satiates a mobile's hunger.
@item->food->flags->isPoisoned [G,S] Flags the food as poisoned.

Key Specific
Fields relevant to items that have had been assigned the "key" type.
@item->key->locks [G,S] Returns an array consisting of the IDs of rooms/containers that the key can lock and unlock. An array of IDs may also be assigned that describe what rooms/containers the key can lock and unlock. The actual lock and unlock functionality is defined by the container or room and this value merely serves to show the reverse mapping without having any functional ability.
@item->key->locks->add [S] A meta field to which a room or container ID can be assigned and which will then be added to the list of rooms/containers that this key can lock and unlock.
@item->key->locks->delete [S] A meta field to which a room or container ID can be assigned and which will then cause the removal of that id from the list of lock IDs.

Light Specific
Fields relevant to items that have had been assigned the "light" type.
@item->light->duration [G,S] The maxmum duration of the light source as measured in ticks.
@item->light->timeLeft [G,S] The current remaining duration of the light source. For each tick that the light source is found equipped, the time left is reduced by 1.
@item->light->brightness [G,S] The brightness of the light source. Light sources most commonly emit a brightness of 100. Brightness range can be from -1000 to 1000 with negative values inducing darkness.
@item->light->flags->isEternal [G,S] Flags the light source as being eternal.
@item->light->flags->isExpired [G,S] Flags the light source as having expired.

Missile Specific
Fields relevant to items that have had been assigned the "missile" type.
@item->missile->damageString [G,S] The amount of damage the missile inflicts when a successful hit occurs. This is not generally a rote value but rather a simple mathematical formula that is evaluated during damage calculation. For instance one might assign the following value: "10 + 1d5"
@item->missile->damageType [G,S] The type of damage the missile will inflict. The following values are possible: acid, bite, bludgeon, breath, claw, cold, crush, deadlyPoison, drainLife, electric, fire, hit, mental, negativeEnergy, pierce, poison, positiveEnergy, pound, slash, smash, sting, whip

Money Specific
Fields relevant to items that have had been assigned the "money" type.
@item->money->amount [G,S] The amount of gold by which to raise the player's on hand gold when the item is picked up.

Note Specific
Fields relevant to items that have had been assigned the "note" type.
@item->note->content [G,S] The content of the note.
@item->note->language [G,S] The language in which the note's content is written. The content is always stored verbatim as typed (usually english). When a mobile attempts to read the note if they do not understand the language that this field denotes, then the message is scrambled in such a way as to be unreadable.

Potion Specific
Fields relevant to items that have had been assigned the "potion" type.
@item->potion->spells [G,S] Returns an array of all the spells that will be applied to a mobile when it quaffs the potion. Each entry in the array will itself be an array consisting of the following fields: name, level, quality. A similar array may be assigned to the this field that will set the spells.
@item->potion->spells->add [S] This is a meta field that enables individual spells to be added to the potion. Two formats are accepted. A string consisting of the name of a spell can be assigned in which case the spell's quality defaults to 100 and the spell's level defaults to the level of the item. Alternatively an array may be assigned to this field consisting of the following fields to explicitly set the associate spell criteria: name, level, quality.
@item->potion->spells->delete [S] This is a meta field that enables spells of the given name to be removed from the potion's list of spells.

Resource Specific
Fields relevant to items that have had been assigned the "resource" type.
@item->resource->race [G,S] For resources of organic origin, this field can be set to the name of the associated race.

Rod Specific
Fields relevant to items that have had been assigned the "rod" type.
@item->rod->charges [G,S] The number of charges remaining in the rod.
@item->rod->maxCharges [G,S] The maximum number of charges the rod contains.
@item->rod->spells [G,S] Returns an array of all the spells that will be applied to a mobile when it is targetted by the rod. Each entry in the array will itself be an array consisting of the following fields: name, level, quality. A similar array may be assigned to the this field that will set the spells.
@item->rod->spells->add [S] This is a meta field that enables individual spells to be added to the rod. Two formats are accepted. A string consisting of the name of a spell can be assigned in which case the spell's quality defaults to 100 and the spell's level defaults to the level of the item. Alternatively an array may be assigned to this field consisting of the following fields to explicitly set the associate spell criteria: name, level, quality.
@item->rod->spells->delete [S] This is a meta field that enables spells of the given name to be removed from the rod's list of spells.

Scroll Specific
Fields relevant to items that have had been assigned the "scroll" type.
@item->scroll->spells [G,S] Returns an array of all the spells that will be applied to the target of the scroll. Each entry in the array will itself be an array consisting of the following fields: name, level, quality. A similar array may be assigned to the this field that will set the spells.
@item->scroll->spells->add [S] This is a meta field that enables individual spells to be added to the scroll. Two formats are accepted. A string consisting of the name of a spell can be assigned in which case the spell's quality defaults to 100 and the spell's level defaults to the level of the item. Alternatively an array may be assigned to this field consisting of the following fields to explicitly set the associate spell criteria: name, level, quality.
@item->scroll->spells->delete [S] This is a meta field that enables spells of the given name to be removed from the scroll's list of spells.

Staff Specific
Fields relevant to items that have had been assigned the "staff" type.
@item->staff->charges [G,S] The number of charges remaining in the staff.
@item->staff->maxCharges [G,S] The maximum number of charges the staff contains.
@item->staff->spells [G,S] Returns an array of all the spells that will be applied to the targets of the staff when it is used. Each entry in the array will itself be an array consisting of the following fields: name, level, quality. A similar array may be assigned to the this field that will set the spells.
@item->staff->spells->add [S] This is a meta field that enables individual spells to be added to the staff. Two formats are accepted. A string consisting of the name of a spell can be assigned in which case the spell's quality defaults to 100 and the spell's level defaults to the level of the item. Alternatively an array may be assigned to this field consisting of the following fields to explicitly set the associate spell criteria: name, level, quality.
@item->staff->spells->delete [S] This is a meta field that enables spells of the given name to be removed from the staff's list of spells.

Tome Specific
Fields relevant to items that have had been assigned the "tome" type.
@item->tome->skillName [G,S] The name of the skill that the tome allows a player to learn.
@item->tome->level [G,S] Not currently implemented.
@item->tome->flags->isCursed [G,S] Not currently implemented.
@item->tome->flags->isExploding [G,S] Not currently implemented.

Trap Specific
Fields relevant to items that have had been assigned the "trap" type.
@item->trap->damageString [G,S] The amount of damage the trap inflicts when a successful hit occurs. This is not generally a rote value but rather a simple mathematical formula that is evaluated during damage calculation. For instance one might assign the following value: "10 + 1d5"
@item->trap->damageType [G,S] The type of damage the trap will inflict. The following values are possible: acid, bite, bludgeon, breath, claw, cold, crush, deadlyPoison, drainLife, electric, fire, hit, mental, negativeEnergy, pierce, poison, positiveEnergy, pound, slash, smash, sting, whip

Wand Specific
Fields relevant to items that have had been assigned the "wand" type.
@item->wand->charges [G,S] The number of charges remaining in the wand.
@item->wand->maxCharges [G,S] The maximum number of charges the wand contains.
@item->wand->spells [G,S] Returns an array of all the spells that will be applied to the target of the wand's effects. Each entry in the array will itself be an array consisting of the following fields: name, level, quality. A similar array may be assigned to the this field that will set the spells.
@item->wand->spells->add [S] This is a meta field that enables individual spells to be added to the wand. Two formats are accepted. A string consisting of the name of a spell can be assigned in which case the spell's quality defaults to 100 and the spell's level defaults to the level of the item. Alternatively an array may be assigned to this field consisting of the following fields to explicitly set the associate spell criteria: name, level, quality.
@item->wand->spells->delete [S] This is a meta field that enables spells of the given name to be removed from the wand's list of spells.

Weapon Specific
Fields relevant to items that have had been assigned the "weapon" type.
@item->weapon->damageString [G,S] The amount of damage the weapon inflicts when a successful hit occurs. This is not generally a rote value but rather a simple mathematical formula that is evaluated during damage calculation. For instance one might assign the following value: "10 + 1d5"
@item->weapon->damageType [G,S] The type of damage the weapon will inflict. The following values are possible: acid, bite, bludgeon, breath, claw, cold, crush, deadlyPoison, drainLife, electric, fire, hit, mental, negativeEnergy, pierce, poison, positiveEnergy, pound, slash, smash, sting, whip