/* ************************************************************************ * Copyright (C) 1990, 1991 - see 'license.doc' for complete information. * ************************************************************************* */ ITEM VALUE DOCUMENTATION "values.doc" These values are used, as illustrated below, with the different item types. The various item types are shown in dbsup.doc. ITEM_LIGHT (1) Value[0]: Not Used Value[1]: Not Used Value[2]: Number of hours the light can be used for. Zero hours means that the light has gone out. A negative number will create an eternal light source. Value[3]: Not Used ITEM_SCROLL (2) Value[0]: Level of the spell on the scroll. Value[1]: Which spell (see list somewhere around the end of file) Value[2]: Which spell Value[3]: Which spell The values(1-3) are three (or less) different spells, mixed 'on' the scroll. Unused spells should be set to -1. ITEM_WAND (3) Value[0]: Level of spell in wand. Value[1]: Max Charges (1..X) Value[2]: Charges Left Value[3]: Which spell in wand (see list somewhere around the end of file) ITEM_STAFF (4) Value[0]: Level of spell in staff. Value[1]: Max Charges (1..X) Value[2]: Charges Left Value[3]: Which spell in staff (see list somewhere around the end of file) ITEM_WEAPON (5) Value[0]: Not Used Value[1]: Number of dice to roll for damage Value[2]: Size of dice to roll for damage Value[3]: The weapon type. Type is one of: NUMBER CATEGORY Message type 2 : Slash "whip/whips" 3 : Slash "slash/slashes" 6 : Bludgeon "crush/crushes" 7 : Bludgeon "pound/pounds" 11 : Pierce "pierce/pierces" New types will be added as needed. ITEM_FIREWEAPON (6) Value[0]: - Value[1]: - Value[2]: - Value[3]: - ITEM_MISSILE (7) Value[0]: - Value[1]: - Value[2]: - Value[3]: - ITEM_TREASURE (8) Value[0]: - Value[1]: - Value[2]: - Value[3]: - ITEM_ARMOR (9) Value[0]: The effective AC. >0 enhances the armour class. <0 reduces the the armour class (cursed armour for example). Value[1]: - Value[2]: - Value[3]: - ITEM_POTION (10) Value[0]: Level of the spell in the potion. Value[1]: Which spell (Listed elsewhere in this file) Value[2]: Which spell Value[3]: Which spell The values(1-3) are three (or less) different spells, mixed in the potion. Unused spells should be set to -1. Eg. Value 0 : 30 (Level) Value 1 : 27 (Harm) Value 2 : 17 (Curse) Value 3 : 4 (Blindness) (* Don't drink this - It's bad for your health! *) ITEM_WORN (11) Value[0]: - Value[1]: - Value[2]: - Value[3]: - ITEM_OTHER (12) Value[0]: - Value[1]: - Value[2]: - Value[3]: - ITEM_TRASH (13) Value[0]: - Value[1]: - Value[2]: - Value[3]: - ITEM_TRAP (14) Value[0]: Trigger type for the trap, can be... TRAP_EFF_MOVE 1 Movement triggers the trap. TRAP_EFF_OBJECT 2 Getting, or putting triggers the trap. TRAP_EFF_ROOM 4 Trap will affect all in the room. TRAP_EFF_NORTH 8 Trap will affect if you go in this direction. TRAP_EFF_EAST 16 "" TRAP_EFF_SOUTH 32 "" TRAP_EFF_WEST 64 "" TRAP_EFF_UP 128 "" TRAP_EFF_DOWN 256 "" Value[1]: Damage type of the trap, can be ONE of... TRAP_DAM_SLEEP -3 Will put people to sleep, if failed save. TRAP_DAM_TELEPORT -2 Will teleport. TRAP_DAM_FIRE 26 SPELL_FIREBALL TRAP_DAM_COLD 203 SPELL_FROST_BREATH TRAP_DAM_ACID 67 SPELL_ACID_BLAST TRAP_DAM_ENERGY 10 SPELL_COLOUR_SPRAY TRAP_DAM_BLUNT 207 TYPE_BLUDGEON TRAP_DAM_PIERCE 208 TYPE_PIERCE TRAP_DAM_SLASH 209 TYPE_SLASH Value[2]: This is the level of the trap, the number of dice in damage it does. Value[3]: This is the number of charges the trap has. (# of times it goes off) ITEM_CONTAINER (15) Value[0]: Maximum weight the container can contain. Value[1]: Container flags: CLOSEABLE 1 PICKPROOF 2 CLOSED 4 LOCKED 8 Value[2]: The item-number of the object which can open the object. -1 means no lockability. Value[3]: Internal use for Corpses that must "rot". ITEM_NOTE (16) Value[0]: Tounge (language of writing). Not yet used. Value[1]: - Value[2]: - Value[3]: - ITEM_DRINKCON (17) Value[0]: Maximum drink-units the drink-container can contain. Value[1]: Number of drink-units that are left in the container. Value[2]: The type of liquid in the drink-container, one of: Type nr. Effect Drunkness Fullness Thirst LIQ_WATER 0 0 1 10 LIQ_BEER 1 3 2 5 LIQ_WINE 2 5 2 5 LIQ_ALE 3 2 2 5 LIQ_DARKALE 4 1 2 5 LIQ_WHISKY 5 6 1 4 LIQ_LEMONADE 6 0 1 8 LIQ_FIREBRT 7 10 0 0 LIQ_LOCALSPC 8 3 3 3 LIQ_SLIME 9 0 4 -8 LIQ_MILK 10 0 3 6 LIQ_TEA 11 0 1 6 LIQ_COFFE 12 0 1 6 LIQ_BLOOD 13 0 2 -1 LIQ_SALTWATER 14 0 1 -2 LIQ_COKE 15 0 1 5 The above values for drunkness/fullness/thirst are used per four "units" drunk. The values are expressed in HOURS! Example: Dragon empties a bottle (say 7 units) of saltwater. His Drunkness is not changed ((7/4)*0) His Fullness increases by ((7/4)*1) hours His Thirst increases by ((7/4)*-2) hours, thus making him More thirsty. The hours above are numbers between 0 and 24. 24 hours is maximum for drunkness/fullness/thirst. When hours are zero for any drunkness/fullness/thirst the person will be sober, hungry, or thirsty respectively. Value[3]: if this value is non-zero, then the drink is poisoned. ITEM_KEY (18) Value[0]: The key-type. This value must match the lock-type the door that the key can open. Value[1]: - Value[2]: - Value[3]: - ITEM_FOOD (19) Value[0]: The number of hours, that this food will fill the stomach Value[1]: - Value[2]: - Value[3]: If this value is non-zero, the food is poisoned. ITEM_MONEY (20) Value[0]: The number of gold coins "in the pile of coins". Value[1]: - Value[2]: - Value[3]: - ITEM_PEN (21) Value[0]: - Value[1]: - Value[2]: - Value[3]: - ITEM_BOAT (22) Value[0]: Value[1]: Value[2]: Value[3]: ITEM_AUDIO (23) NOTE: You need an action string for this object, That string will become the "noise" that is heard. ie: #16 medallion rat~ A rat-shaped medallion~ A rat-shaped medallion is lying here~ This is the noise-----> You hear squeaking noises nearby This is necessary-----> ~ 23 0 9 The 15 is timing-----> 15 0 0 0 1 0 5 Value[0]: This is the value for how often the item makes noise. It must be a multiple of 15, and 0 means it never makes noise. Timing is similar to river speed. Value[1]: - Value[2]: - Value[3]: - ------------------------------------------------------------------------- IMPORTANT NOTICE!! Since the level versus average damage calculations are performed as shown in "spell_info.doc" all the offensive spells are individually much stronger than higher level spells. For example: 1 fireball of level 15 gives more damage than one of level 16 which give more damage than level 17 which give more damage than level 18 which give more.... etc. Thus please make all offensive potions/scrolls/etc. as the basic level they are designed for. You can see the level below. You can see the spells average damage, by looking at the spell versus the level of the spell, divided by the number of spells learned at that particular level. Example: Level 9 Lightning bolt give (102/2) average damage. Divided by 2, because this is the level at which it is first learned (You can almost always cast two spells are first learned level). At level 10 it gives (120/3) average damage. Looking at the table in "spell_info.doc", you should know that each spell is designed so that it will kill a victim three levels below the mana user, if the manauser ONLY cast his spell.... ------------------------------------------------------------------------- The Y/N rows below indicate which potions/scrolls/wands/staffs that are possible to make. The MIN_LEV is the Minimum Level DEMANDED by the item you are making. The game will crash if making level less than demanded. ------------------------------------------------------------------------- POTION SCROLL WAND STAFF MIN_LEV TYPE_UNDEFINED -1 Y Y Y Y - SPELL_RESERVED_DBC 0 N N N N - SPELL_ARMOR 1 Y Y Y N >0 SPELL_TELEPORT 2 Y Y Y Y >0 SPELL_BLESS 3 Y Y Y N ... SPELL_BLINDNESS 4 Y Y Y Y SPELL_BURNING_HANDS 5 N N N N == 5 SPELL_CALL_LIGHTNING 6 Y Y N Y >=12 SPELL_CHARM_PERSON 7 N Y N Y SPELL_CHILL_TOUCH 8 N N N N == 3 SPELL_CLONE 9 Y Y Y N SPELL_COLOUR_SPRAY 10 N Y Y N ==11 SPELL_CONTROL_WEATHER 11 N N N N SPELL_CREATE_FOOD 12 N Y N N SPELL_CREATE_WATER 13 N N N N SPELL_CURE_BLIND 14 Y N N Y SPELL_CURE_CRITIC 15 Y N N Y SPELL_CURE_LIGHT 16 Y N N Y SPELL_CURSE 17 Y Y N Y SPELL_DETECT_EVIL 18 Y N N Y SPELL_DETECT_INVISIBLE 19 Y N N Y SPELL_DETECT_MAGIC 20 Y N N Y SPELL_DETECT_POISON 21 Y Y N N SPELL_DISPEL_EVIL 22 Y Y Y Y == 10 SPELL_EARTHQUAKE 23 N Y N Y == 7 SPELL_ENCHANT_WEAPON 24 N Y N N SPELL_ENERGY_DRAIN 25 Y Y Y Y == 13 SPELL_FIREBALL 26 N Y Y N == 15 SPELL_HARM 27 Y N N Y == 15 SPELL_HEAL 28 Y N N Y SPELL_INVISIBLE 29 Y Y Y Y SPELL_LIGHTNING_BOLT 30 N Y Y N == 9 SPELL_LOCATE_OBJECT 31 N N N N SPELL_MAGIC_MISSILE 32 N Y Y N == 1 SPELL_POISON 33 Y N N Y SPELL_PROTECT_FROM_EVIL 34 Y Y Y Y SPELL_REMOVE_CURSE 35 Y Y N Y SPELL_SANCTUARY 36 Y Y N Y SPELL_SHOCKING_GRASP 37 N N N N == 7 SPELL_SLEEP 38 Y Y Y Y SPELL_STRENGTH 39 Y Y N Y SPELL_SUMMON 40 N N N N SPELL_VENTRILOQUATE 41 N N N N SPELL_WORD_OF_RECALL 42 Y Y Y Y SPELL_REMOVE_POISON 43 Y N N Y SPELL_SENCE_LIFE 44 Y N N Y SPELL_IDENTIFY *53* N Y N N SPELL_INFRAVISION 54 Y Y Y Y ==5 SPELL_CAUSE_LIGHT 55 Y N N Y ==1 SPELL_CAUSE_CRITICAL 56 Y Y Y Y ==9 SPELL_FLAMESTRIKE 57 N Y Y N ==11 SPELL_DISPEL_GOOD 58 Y Y Y Y ==12 SPELL_WEAKNESS 59 Y Y Y Y ==4 SPELL_DISPEL_MAGIC 60 Y Y Y Y ==6 SPELL_KNOCK 61 N Y Y N ==3 SPELL_KNOW_ALIGNMENT 62 Y Y N N ==3 SPELL_ANIMATE_DEAD 63 N Y Y Y ==7 SPELL_PARALYSIS 64 Y Y Y Y ==15 SPELL_REMOVE_PARALYSIS 65 Y N Y Y ==4 SPELL_FEAR 66 Y Y Y Y ==8 SPELL_ACID_BLAST 67 N Y Y N ==7 SPELL_WATER_BREATH 68 Y N Y N ==4 SPELL_FLY 69 Y N Y N ==3 SPELL_CONE_OF_COLD 70 N Y Y N ==11 SPELL_METEOR_SWARM 71 N Y Y N ==20 SPELL_ICE_STORM 72 N Y Y N ==7 SPELL_SHIELD 73 Y N Y Y ==1 SPELL_MON_SUM1 74 N Y Y Y ==5 SPELL_MON_SUM2 75 N Y Y Y ==7 SPELL_MON_SUM3 76 N Y Y Y ==9 SPELL_MON_SUM4 77 N Y Y Y ==11 SPELL_MON_SUM5 78 N Y Y Y ==13 SPELL_MON_SUM6 79 N Y Y Y ==15 SPELL_MON_SUM7 80 N Y Y Y ==17 SPELL_FIRESHIELD 81 Y Y Y Y ==19 SPELL_CHARM_MONSTER 82 N Y N Y ==8 SPELL_CURE_SERIOUS 83 Y N Y Y ==7 SPELL_CAUSE_SERIOUS 84 Y N Y Y ==7 SPELL_REFRESH 85 Y N Y Y ==2 SPELL_SECOND_WIND 86 Y N Y Y ==6 SPELL_TURN 87 N Y Y Y ==1 SPELL_SUCCOR 88 N N Y Y ==18 SPELL_LIGHT 89 N Y Y N ==1 SPELL_CONT_LIGHT 90 N Y Y N ==3 SPELL_CALM 91 N Y Y Y ==2 SPELL_STONE_SKIN 92 Y Y Y Y ==16 SPELL_CONJURE_ELEMENTAL 93 N Y N N ==14 SPELL_TRUE_SIGHT 94 Y Y Y Y ==12 SPELL_MINOR_CREATE 95 N Y N N ==8 SPELL_FAERIE_FIRE 96 Y Y Y Y ==3 SPELL_FAERIE_FOG 97 N Y N Y ==10 SPELL_CACAODEMON 98 N Y N N ==25 SPELL_POLY_SELF 99 N N N N ==8 SPELL_MANA 100 Y N Y Y ==61 SPELL_ASTRAL_WALK 101 Y Y Y N ==18 SPELL_RESURRECTION 102 N N N Y ==21 SPELL_H_FEAST 103 N N Y Y ==15 SPELL_FLY_GROUP 104 Y N Y Y ==14 SPELL_DRAGON_BREATH 105 Y? N N N - SPELL_WEB 106 N Y Y Y ==5 SPELL_MINOR_TRACK 107 Y Y Y Y ==7 SPELL_MAJOR_TRACK 108 Y Y Y Y ==16 SPELL_GOLEM 109 N Y N N ==15 SPELL_FAMILIAR 110 N N N N ==2 SPELL_CHANGESTAFF 111 N Y N Y ==30 SPELL_HOLY_WORD 112 N Y N N ==31 SPELL_UNHOLY_WORD 113 N Y N N ==31 SPELL_PWORD_KILL 114 N Y N N ==26 SPELL_PWORD_BLIND 115 N Y N N ==19 SPELL_CHAIN_LIGHTNING 116 N Y Y Y ==25 SPELL_SCARE 117 N Y Y Y ==4 SPELL_AID 118 N Y Y Y ==4 SPELL_COMMAND 119 N Y N N ==1 SPELL_CHANGE_FORM 120 N N N N ==12 SPELL_FEEBLEMIND 121 Y Y Y N ==34 SPELL_SHILLELAGH 122 N Y N N ==3 SPELL_GOODBERRY 123 N Y N N ==5 SPELL_FLAME_BLADE 124 N Y N N ==7 SPELL_ANIMAL_GROWTH 125 N Y Y N ==15 SPELL_INSECT_GROWTH 126 N Y Y N ==13 SPELL_CREEPING_DEATH 127 N Y N N ==45 SPELL_COMMUNE 128 N Y N N ==20 SPELL_ANIMAL_SUM_1 129 Y Y Y Y ==15 SPELL_ANIMAL_SUM_2 130 Y Y Y Y ==20 SPELL_ANIMAL_SUM_3 131 Y Y Y Y ==25 SPELL_FIRE_SERVANT 132 N Y N Y ==35 SPELL_EARTH_SERVANT 133 N Y N Y ==36 SPELL_WATER_SERVANT 134 N Y N Y ==37 SPELL_WIND_SERVANT 135 N Y N Y ==38 SPELL_REINCARNATE 136 N N N Y ==38 SPELL_CHARM_VEGGIE 137 N Y N Y ==17 SPELL_VEGGIE_GROWTH 138 N Y Y N ==20 SPELL_TREE 139 Y Y N Y ==15 SPELL_ANIMATE_ROCK 140 N Y Y N ==31 SPELL_TREE_TRAVEL 141 N Y Y Y ==8 SPELL_TRAVELLING 142 Y Y Y Y ==10 SPELL_ANIMAL_FRIENDSHIP 143 N Y Y N ==5 SPELL_INVIS_TO_ANIMALS 144 Y Y N N ==11 SPELL_SLOW_POISON 145 Y Y Y N ==6 SPELL_ENTANGLE 146 N Y Y N ==16 SPELL_SNARE 147 N Y Y Y ==8 SPELL_GUST_OF_WIND 148 N Y Y Y ==10 SPELL_BARKSKIN 149 N Y Y N ==4 SPELL_SUNRAY 150 N Y Y N ==27 SPELL_WARP_WEAPON 151 N Y Y N ==19 SPELL_HEAT_STUFF 152 N Y Y N ==23 SPELL_FIND_TRAPS 153 Y Y Y Y ==15 SPELL_FIRESTORM 154 N Y N Y ==22 SPELL_HASTE 155 N Y Y Y ==23 SPELL_SLOW 156 N Y Y Y ==19 SPELL_DUST_DEVIL 157 N Y N Y ==3 SPELL_KNOW_MONSTER 158 N Y Y N ==9 SPELL_TRANSPORT_VIA_PLANT 159 N Y N N ==10 SPELL_SPEAK_WITH_PLANT 160 N Y Y N ==7 SPELL_SILENCE 161 Y Y Y Y ==21 SPELL_SENDING 162 N N N N ==12 SPELL_TELEPORT_WO_ERROR 163 Y Y Y N ==40 SPELL_PORTAL 164 N Y N Y ==40 SPELL_DRAGON_RIDE 165 Y Y Y Y ==35 SPELL_MOUNT 166 N Y N Y ==30