4Dimensions - the online multiplayer text-based RPG

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4D Equipment Guidelines

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Below is the Equipment Guide for 4 Dimensions. The guidelines have been set up to create a well-balanced mud that is fair and fun for all players, so please follow them as strictly as possible. Spiralling stats are generally bad for the Mud. Zones with out-of-bonds items will not be allowed in the Game Port, and creating such items will seriously damage your trust and credibility as a Builder and might result in the loss of your building privileges. NEVER make a high-powered item without discussing it first with the head Builder, or you may be accused of trying to cheat.

If you want to make exceptions from the rules for some special reason (for instance an extremely hard Quest), this MIGHT be allowed, but you must discuss it with the Head Builders and get it approved first.

1. General Guidelines
2. Addaffects
3. AC for Equipment
4. Special Items
5. Artifacts
6. Innate Spells
7. Containers
8. Weapon Damage
9. Magic Items
10. Scripts
11. Appendix: explanations about Object Types and Object Flags


1. General Guidelines

The strength of the item should always correspond with the level of the zone/mobs. (See tables below.) Normally an item should be placed on a mob of corresponding strength, but exceptions are allowed (see below under ).

Each zone may have 2-3 items that are max level for the zone (i.e. avg dam 30 for a level 20-30 zone, avg dam 50 for a level 40-50, etc). Those items should either be planted on one of the top-level mobs of the zone, or be especially hard to find (in the middle of a maze, a secret container, mob-run quest etc. The harder the item is to get, the better the stats can be). For Special Items and Artifacts, see below.

The maximum ArmorClass (AC) value set under C on any item is 6.
Remember that AC under C is set positive, whereas Armor set as addaffect should be negative to be good.

Armor, when worn, slows a player down, the more AC it has the more that item will slow down a player.
Warriors and hunters can cope with heavier and higher AC values than Spellcasters could.
So if you want to make good items for Priests, Mages or Espers, don't make them type armor, instead make them of type worn. Also remember that different stats are good for different Classes.
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2. Addaffects

1. Any item with more than 3 affects given to it, needs to be approved by a head builder.
2. Items in zones between level 1 and 25 can have 5 points worth.
3. Items in zones between level 26 and 40 can have 10 points worth.
4. Items in zones between level 41 and 50 can have 15 points worth.
5. You can use negative addaffects to balance other addaffects that are too high.

Stats that can be used as addaffects:
Strength, Intelligence, Wisdom, Dexterity, Constitution, Charisma:
2 points for each +1 to stat, with a maximum for any one of them of +5.

Hitroll and Damroll:
3 points for each +1 to stat, with a maximum for any one of them of +6.

Maxhit, Maxmana and Maxmove:
1 point for every +5 to stat, with a maximum for Maxhit being +50.

HitRegen, MoveRegen, ManaRegen:
1 point for every +5 to stat, with a maximum at +20.

Age:
1 point for any +5 to stat, with a maximum of plus or minus 20.

CharWeight And CharHeight:
1 point for any +2 to stat.

Exp and Race:
This stat does nothing, so don't use it please.

AC/Armor:
1 point for any armor change for every +1 or -1 stat
(Remember that AC as addaffect needs to be set as negative to be good.)

Paralyze, Rods, Petrify, Breath, and Spell Defence:
1 point for every -2 to stat.

Speed:
Please use very sparingly.
1 point per 5 speed, with a max of 3 points used ever.

Coolness:
1 point per 5 coolness points, this is mainly used for RP reasons so add wear necessary.

Mine Speed, Bonus, Stealth, and Damage:
Each of these stats is used specifically for tunnelling,
1 point per +1 stat.

Spells on wands, potions, staffs, scrolls:
3 points per spell, 3 points per 15 levels.
The spell heal should not be used on any magical item unless approved by a head builder.

Artifact weapons can be given 11d10 damage at the cost of 3 points.

Objects for the wear_locs face, eyes and ears may not have hitroll and damroll as addaffects.
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3. AC for Equipment

Object found on level 0 - 20 mob max ac is 1
Object found on level 21 - 40 mob max ac is 2
Object found on level 41 - 50 mob max ac is 3
Object found on level 51 - 60 mob max ac is 4
Object found on level 61 - 70 mob max ac is 5

MAX AC FOR DIFFERENT WEAR_LOCS:

Position and Maximum AC allowed
finger 2 waist 4
neck 4 wrist 4
body 6 face 3
head 6 eyes 2
legs 5 hips 2
feet 4 ears 2
hands 4 ankles 2
arms 4 tail 2
shield 4 antenna 2
about 5 horns 2

For positions not found on table above, please ask a Head builder.
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4. Special Items

For every major event in a zone, one special item can be given. An event is something like a large quest that involves a lot of problem solving and probably some mob killing. There are also a lot of other alternatives to giving out items as rewards for smaller Quests, such as subskills, exp, gold, TP, tokens, a teleport item, or some other unusual item.

Special items have a larger pool of points for their stats, so you can make them better than the standard.
But also remember that each class has different needs for stats and armor. For example a +5 cha, +2 int, ring would be a wonderful item for a mage, but useless for a warrior, and a +5 damroll, +2 str gauntlet would be perfect for a hunter, and useless for an esper. And because players can remort through different classes, try and make your quests for the special items class unique in some way, this encourages players to seek out your items for different classes.
Try to avoid making a different item for each class to be rewarded at the end of a single quest, as this can cheat other builders out of the opportunity to promote their zones with an item of that worth. If you want to have every class do a quest you make, avoid giving an item as a reward, or make it an item with stats that can be enjoyed by every class, such as regeneration or hitroll.

Special items can get max 24 point, but the amount is dependant on how hard the Quest is.
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5. Artifacts

Artifacts are extra powerful items that should be very rare.
The max number of an artefact allowed in the game is set when the item is created. And the number of this item available determines how often it appears in the game. Artifacts must always have a timer on them of 20000. When a player obtains an artifact the item binds itself to that player making it so that no other player can ever use that item.
Artifacts load rarely, depending on how they are set out. Never load artifacts with scripts (dg_triggers), always load them on a mob or in a room or in a container.
If you want to make an artifact in your zone, you need to discuss it with the Head Builder, to make sure that the item isn’t too easy to get.
If it is approved as artifact, the code for it will be set on it in the Game Port, if not the stats must be reduced accordingly.

Artifacts get max 30 poinst, the amount is dependant on how hard they are to gets.
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6. Innate Spells

These spells can only be set by an imp.
If you want to set an innate spell on an item, you must consult a Head Builder about this. But innates should be used sparingly.
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7. Containers

Please restrict the capacity of any container to 600 and don’t set any hold or wear flags on them.
Max capacity for a container must not exceed 10 x the weight of the container itself (i.e. a container that weighs 40 can have a capacity of 400).
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8. Weapon Damage

Weapons bought from shops may not exceed 8d8.
Standard in game weapons are 10d10, but if the weapon is easy to get as in on a mob below level 50, or a tier 0, please make it 9d10 or 9d9. New skills will be available for players to enhance the dice of a weapon, so avoid giving any commonly available weapons 10d10.

Artifact weapons can be given 11d10 at the cost of 3 points.

High damage weapon with high addaffects should usually be flagged as MAGIC, (meaning it cannot be tinkered).

Ranged weapons should generally have lower avg damage than hand-to-hand weapons, see table below.

Ranged Weapons Recommendations
Weapon Ammo Range Max damage
Throw - 1 Avg 10
Grenade - 1 Avg 20
Sling Rock 1 Avg 10
Bow Arrow 2 Avg 20
Crossbow Bolt 3 Avg 30
Gun Bullet 2 Avg 40

If the throw weapon is a knife or a harpoon, you can set an avg damage of max 30, provided the weapon is set on a minimum level 50 mob.
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9. Magic Items

For each usage of the below spells, add the number following to the price of the item.

Potions, wands and staffs:
'heal' spell 8000
'cure critic' spell 4000
'cure light' spell 2000
'sanctuary' spell 5000
'steelskin' 'haste' 'stoneskin' or any 'shield' spells 10000
all other spells 2000

Magic items with the spell heal may not be reset to be sold in shops.

NB: Use advanced spells like steelskin etc in RARE situations only, preferably as reward in a hard quest. Some spells are not allowed on magic items, others don’t work on all three kinds. Consult the Head Builder. The wand and staff prices will also need to use the above guidelines.

NOTE : ALL potions need to be set as WEIGHT = 10
If a wand uses the 'Heal' spell, it must ONLY have 3 casts available on it.
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10. Scripts

Scripts are allowed on all items, but must generally be approved by a Head Builder.

Avoid scripts that make the item very spammy, for instance random or global messages, or long messages that trigger every time an item is worn or removed

Any scripts that teleport the user out of a room must have a short delay in the beginning, and also a check to see that the user is not fighting.
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1998-09-10
Molly O’Hara

Revision 1 by Mordecai 2004-03-21
Revision 2 by Molly 2008-02-04


11. Appendix: explanations about Object Types and Object Flags

Explanations about Object Types and Object Flags:

OBJECT TYPES:
LIGHT Item is a light source
SCROLL Item is a scroll that can cast up to 3 spells
WAND Item is a wand that can cast 1 spell up to multiple times
STAFF Item is a staff that can cast 1 spell on everyone in the room multiple times
WEAPON Item is a weapon, can be made into a sword or a whip or a pike etc...
FIREWEAPON Unimplemented
MISSILE Unimplemented
TREASURE Item is a treasure, can be traded at many stores
ARMOR Item is armor used to lower damage to parts of the body and lower chance of being hit
POTION Item is a potion and can cast up to 3 spells
WORN An item that can be worn, best used by casting classes, or for RP
OTHER Misc item that doesn’t fit in any other category
TRASH Shopkeepers won't buy, basically a worthless item
TRAP Can be set and left to snare or damage mobs and players
CONTAINER Item is a container used to contain other items
NOTE Item is note and can be written on
DRINKCONTAINER Item is a drink container and can be drunk from
KEY Item is a key used to unlock containers and doors
FOOD Item is food, can fill up a player
MONEY Item is money (gold) for buying from shops and other things
PEN Item is a pen for writing on notes
BOAT Item is a boat, can be carried or worn to enable access over water
FOUNTAIN Item is a fountain, can be drunk out of and drinkcon's can be filled from
THROW Item can be thrown as weapon into another room to cause damage
GRENADE Item is a grenade - does not work at present so don’t make them
BOW shoots arrows into other rooms to cause damage
SLING shoots rocks into other rooms to cause damage
CROSSBOW shoots bolts into other rooms to cause damage
BOLT ammo for crossbow, needs to be given damage dice to work out the damage
ARROW ammo for bow needs to be given damage dice to work out the damage
ROCK ammo for sling needs to be given damage dice to work out the damage
VEHICLE vehicle object (Please speak to a head builder about making vehicles)
V_CONTROL vehicle steering wheel (Please speak to a head builder about making vehicles)
V_HATCH vehicle exit (Please speak to a head builder about making vehicles)
V_WINDOW vehicle window (Please speak to a head builder about making vehicles)
PORTAL item is a portal (ROOM) and can be used to travel between two distant rooms
GUN item is a firearm and can be loaded with ammo
AMMO item is ammo for a firearm and needs to be given amount and damage
WINGS item allows you to fly over water and into air sectors
SPACESUIT spacesuit allows you to move into space without taking massive damage
AQUALUNG aqualung allows you to move underwater without taking massive damage
CLIMBABLE can climb item into another room
POISON_1 level 1 poison causes subtle but continuous damage over time
POISON_2 level 2 poison causes fair and continuous damage over time
POISON_3 level 3 poison causes heavy and continuous damage over time
POISON_4 level 4 poison causes massive and continuous damage over time
ANTIDOTE_1 cure for level 1 poison
ANTIDOTE_2 cure for level 2 poison
ANTIDOTE_3 cure for level 3 poison
DESCENDABLE can descend object into another room
PORTAL_BUSH item is a portal (bush) used to enter another room with bush type message
PORTAL_WATER item is a portal (water) used to enter another room with water type message
PORTAL_HOLE item is a portal (hole) used to enter another room with hole type message
MEAT item is meat and can be processed, can’t be eaten yet
NUGGET item is a gold nugget, can be used for trading
METAL_DETECTOR a metal detector, when carried alerts holder to mineable rooms
TREE item is a tree and can be felled into lumber
OAK_BARK bark for tanning used to tan hides
ANVIL an anvil to hammer on
HAMMER a hammer
GRINDSTONE grindstone to sharpen items
OIL oil for the grindstone
ORE base ore for mining
AXE chop down ITEM_TREE
GEM_CLUSTER base gems for mining, used as fuel for spacebikes
ELEMENT element for selling, or making parts from
SHOVEL needed to tunnel through soft land areas
WOOD wood from trees
MACHINE machine for automating processes
PICKAXE a pickaxe for tunnelling through hard land areas
GALL_NUT gall nuts for use with processing leather
SKIN skin of a mob used to process into leather and clothing for trade
FURNITURE item is furniture can be sat in, remember to set the number of people
PORTAL_HURDLE item is a portal (hurdle) gives hurdle messages, moves player to another room
THERMAL_PROT item protects from heat damage like the sun in deserts (consult headbuilder!)
RADIO item works like a channel can communicate using the radio
FOCUS_MINOR item used by casting classes to concentrate and amplify their magic
FOCUS_MAJOR item used like a minor focus but with greater power
LIGHTSABRE_HILT item can be ignited into a lightsaber
ZONE_FLAG used to identify a zone flag, found in the center of zones
LOCKER a place where players can store items that save over crashes
GAROTTE a tool for killing that enhances the strangle skill
VIAL item is used for the skill brew and subskill brewing
BANKBOOK item can be used to do bank business everywhere
SPACEBIKE item is used to travel in space, fuelled with gemclusters

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OBJECT FLAGS:
The ones with a * before are set by the code or not yet implemented, so they shouldn’t be used.
GLOW Item is glowing (use this sparingly, as it can be annoying)
HUM Item is humming (use this sparingly, as it can be annoying)
NORENT Item disappears on logout
NODONATE Item cannot be donated
NOINVIS Item cannot be made invis
INVISIBLE Item is invisible
MAGIC Item is magical
NODROP Item is cursed: can't drop
BLESS Item is blessed
ANTI_GOOD Not usable by good people
ANTI_EVIL Not usable by evil people
ANTI_NEUTRAL Not usable by neutral people
ANTI_MAGE Not usable by mages
ANTI_PRIEST Not usable by clerics
ANTI_THIEF Not usable by thieves
ANTI_WARRIOR Not usable by warriors
NOSELL Shopkeepers won't touch it
ANTI_FAUN Not usable by fauns
ANTI_CENTAUR Not usable by centaurs
ANTI_ELF Not usable by elves
ANTI_DWARF Not usable by dwarves
LIVE_GRENADE grenade's pin has been pulled
ANTI_INDIAN Not usable by Indians
ANTI_GRINGO Not usable by Gringos
ANTI_MARTIAN Not usable by Martians
ANTI_SPACE_WOLF Not usable by Space Wolves
ANTI_HUNTER Not usable by Hunters
ANTI_RANGER Not usable by Rangers
ANTI_GYPSY Not usable by Gypsies
ANTI_ESPER Not usable by Espers
MELT_DROP Disappears if dropped
*BURIED Item is buried
*PC_CORPSE Item is a player corpse
*NPC_CORPSE Item is a NPC corpse
*ARTIFACT Item is an Artifact
*ITEM_UNIQUE_SAVE Item is unique
NO_LOCATE Item can't be located with spell
HIDDEN Item is hidden, won’t be taken with get all command
POISONED_1 Item has been poisoned
POISONED_2 Item has been poisoned level
POISONED_3 Item has been poisoned level
POISONED_4 Item has been poisoned level
EDIBLE Item is edible
MOB_SKIN Item is a skin (Consult a Head builder for vnums of existing skins)
NO_DISARM Item can't be disarmed if wielded
ANTI_MALE Item can't be used by a male
ANTI_FEMALE Item can't be used by a female
CONTRACEPTIVE Item is a contraceptive (don’t rely on it to work!)
*ANTI_MEXICAN Item can't be used by a Mexican
*ANTI_CYBORG Item can't be used by a Cyborg
*TINKERED Item has been tinkered
RANDOMIZED item has affects between 0 and the affect numb
*ENHANCED magically enhanced
*MODIFIED Item is not the original
*LIGHTSABRE item is a weapon-lightsaber
TWOHANDED item needs both hands free to use
LONG_WEP item is forced to be long
SHORT_WEP item is forced to be short
LIFESTEAL when fighting wearer gains back hitpoints from their opponent
MANASTEAL when fighting wearer gains back mana from their opponent
MOVESTEAL when fighting wearer gains back move from their opponent
UNDISPLAYED object can't be seen by mortals
EXTRACTING (CODE, do not use!)
SHIFTABLE sets wheels on a container, for heavy loads, can be pushed
KEY_RENT makes a key save over log-out

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1998-09-10
Molly O’Hara

Revision 1 by Mordecai 2004-03-21
Revision 2 by Molly 2008-02-04

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