/ circle3.1 / doc / OLD-DOCS / values.doc
values.doc
  1  /* ************************************************************************
  2  *  Copyright (C) 1990, 1991 - see 'license.doc' for complete information. *
  3  ************************************************************************* */
  4  
  5  
  6                       ITEM VALUE DOCUMENTATION
  7                             "values.doc"
  8  
  9  
 10  These values are used, as illustrated below, with the different
 11  item types. The various item types are shown in dbsup.doc.
 12  
 13  
 14  
 15  ITEM_LIGHT (1)
 16  Value[0]: Not Used
 17  Value[1]: Not Used
 18  Value[2]: Number of hours the light can be used for. Zero hours means that
 19            the light has gone out. A negative number will create an eternal
 20            light source.
 21  Value[3]: Not Used
 22  
 23  
 24  ITEM_SCROLL (2)
 25  Value[0]: Level of the spell on the scroll.
 26  Value[1]: Which spell (see list somewhere around the end of file)
 27  Value[2]: Which spell
 28  Value[3]: Which spell
 29    The values(1-3) are three (or less) different spells, mixed 'on' the scroll.
 30    Unused spells should be set to -1.
 31  
 32  
 33  ITEM_WAND (3)
 34  Value[0]: Level of spell in wand.
 35  Value[1]: Max Charges (1..X)
 36  Value[2]: Charges Left
 37  Value[3]: Which spell in wand (see list somewhere around the end of file)
 38  
 39  
 40  ITEM_STAFF (4)
 41  Value[0]: Level of spell in staff.
 42  Value[1]: Max Charges (1..X)
 43  Value[2]: Charges Left
 44  Value[3]: Which spell in staff (see list somewhere around the end of file)
 45  
 46  
 47  ITEM_WEAPON (5)
 48  Value[0]: Not Used
 49  Value[1]: Number of dice to roll for damage
 50  Value[2]: Size of dice to roll for damage
 51  Value[3]: The weapon type. Type is one of:
 52  
 53           NUMBER  CATEGORY   Message type
 54              2  : Slash         "whip/whips"
 55              3  : Slash         "slash/slashes"
 56  
 57              6  : Bludgeon      "crush/crushes"
 58              7  : Bludgeon      "pound/pounds"
 59  
 60             11  : Pierce        "pierce/pierces"
 61  
 62            New types can be added as needed.
 63  
 64  
 65  ITEM_FIREWEAPON (6)
 66  Value[0]: -
 67  Value[1]: -
 68  Value[2]: -
 69  Value[3]: -
 70  
 71  ITEM_MISSILE    (7)
 72  Value[0]: -
 73  Value[1]: -
 74  Value[2]: -
 75  Value[3]: -
 76  
 77  ITEM_TREASURE   (8)
 78  Value[0]: -
 79  Value[1]: -
 80  Value[2]: -
 81  Value[3]: -
 82  
 83  ITEM_ARMOR      (9)
 84  Value[0]: The effective AC. >0 enhances the armour class. <0 reduces the
 85            the armour class (cursed armour for example).
 86  Value[1]: -
 87  Value[2]: -
 88  Value[3]: -
 89  
 90  ITEM_POTION    (10)
 91  Value[0]: Level of the spell in the potion.
 92  Value[1]: Which spell (Listed elsewhere in this file)
 93  Value[2]: Which spell
 94  Value[3]: Which spell
 95    The values(1-3) are three (or less) different spells, mixed in the potion.
 96    Unused spells should be set to -1.
 97     Eg.
 98     Value 0 : 30  (Level)
 99     Value 1 : 27  (Harm)
100     Value 2 : 17  (Curse)
101     Value 3 :  4  (Blindness)
102       (* Don't drink this - It's bad for your health! *)
103  
104  
105  ITEM_WORN      (11)
106  Value[0]: -
107  Value[1]: -
108  Value[2]: -
109  Value[3]: -
110  
111  ITEM_OTHER     (12)
112  Value[0]: -
113  Value[1]: -
114  Value[2]: -
115  Value[3]: -
116  
117  ITEM_TRASH     (13)
118  Value[0]: -
119  Value[1]: -
120  Value[2]: -
121  Value[3]: -
122  
123  ITEM_TRAP      (14)
124  Value[0]: -
125  Value[1]: -
126  Value[2]: -
127  Value[3]: -
128  
129  ITEM_CONTAINER (15)
130  Value[0]: Maximum weight the container can contain.
131  Value[1]: Container flags:
132  
133     CLOSEABLE     1
134     PICKPROOF     2
135     CLOSED        4
136     LOCKED        8
137  
138  Value[2]: The item-number of the object which can open the object. -1 means
139            no lockability.
140  Value[3]: Internal use for Corpses that must "rot".
141  
142  ITEM_NOTE      (16)
143  Value[0]: Tounge (language of writing). Not yet used.
144  Value[1]: -
145  Value[2]: -
146  Value[3]: -
147  
148  ITEM_DRINKCON  (17)
149  Value[0]: Maximum drink-units the drink-container can contain.
150  Value[1]: Number of drink-units that are left in the container.
151  Value[2]: The type of liquid in the drink-container, one of:
152  
153                Type           nr.    Effect
154                                      Drunkness   Fullness   Thirst
155  
156                LIQ_WATER      0      0           1           10
157                LIQ_BEER       1      3           2           5
158                LIQ_WINE       2      5           2           5
159                LIQ_ALE        3      2           2           5
160                LIQ_DARKALE    4      1           2           5
161                LIQ_WHISKY     5      6           1           4
162                LIQ_LEMONADE   6      0           1           8
163                LIQ_FIREBRT    7      10          0           0
164                LIQ_LOCALSPC   8      3           3           3
165                LIQ_SLIME      9      0           4           -8
166                LIQ_MILK       10     0           3           6
167                LIQ_TEA        11     0           1           6
168                LIQ_COFFE      12     0           1           6
169                LIQ_BLOOD      13     0           2           -1
170                LIQ_SALTWATER  14     0           1           -2
171                LIQ_CLEARWATER 15	    0		0	    13
172  
173            The above values for drunkness/fullness/thirst are used per 
174            four "units" drunk. The values are expressed in HOURS!
175            Example:
176              Dragon empties a bottle (say 7 units) of saltwater.
177              His Drunkness is not changed ((7/4)*0)
178              His Fullness increases by ((7/4)*1) hours
179              His Thirst increases by ((7/4)*-2) hours, thus making
180                 him More thirsty.
181  
182            The hours above are numbers between 0 and 24. 24 hours is
183            maximum for drunkness/fullness/thirst. When hours are zero
184            for any drunkness/fullness/thirst the person will be
185            sober, hungry, or thirsty respectively.
186  
187  Value[3]: if this value is non-zero, then the drink is poisoned.
188  
189  ITEM_KEY       (18)
190  Value[0]: The key-type. This value must match the lock-type the door
191            that the key can open. 
192  Value[1]: -
193  Value[2]: -
194  Value[3]: -
195  
196  ITEM_FOOD      (19)
197  Value[0]: The number of hours, that this food will fill the stomach
198  Value[1]: -
199  Value[2]: -
200  Value[3]: If this value is non-zero, the food is poisoned.
201  
202  ITEM_MONEY     (20)
203  Value[0]: The number of gold coins "in the pile of coins".
204  Value[1]: -
205  Value[2]: -
206  Value[3]: -
207  
208  ITEM_PEN       (21)
209  Value[0]: -
210  Value[1]: -
211  Value[2]: -
212  Value[3]: -
213  
214  ITEM_BOAT      (22)
215  Value[0]: -
216  Value[1]: -
217  Value[2]: -
218  Value[3]: -
219  
220  ITEM_FOUNTAIN  (23)
221  
222  Value[0]: Maximum drink-units the drink-container can contain.
223  Value[1]: Number of drink-units that are left in the container.
224  Value[2]: The type of liquid in the drink-container; definitions
225  	  are the same as for ITEM_DRINKCON.
226  Value[3]: Drink is posioned if non-zero.
227  
228  -------------------------------------------------------------------------
229                                IMPORTANT NOTICE!!
230  
231  Since the level versus average damage calculations are performed as shown
232  in "spell_info.doc" all the offensive spells are individually much stronger
233  than higher level spells. For example:
234  
235    1 fireball of level 15 gives more damage than one of level 16 which give
236      more damage than level 17 which give more damage than level 18 which
237      give more.... etc.
238  
239    Thus please make all offensive potions/scrolls/etc. as the basic level
240    they are designed for. You can see the level below. You can see the spells
241    average damage, by looking at the spell versus the level of the spell,
242    divided by the number of spells learned at that particular level. Example:
243  
244    Level 9 Lightning bolt give (102/2) average damage. Divided by 2, because
245            this is the level at which it is first learned (You can almost
246            always cast two spells are first learned level). At level 10 it
247            gives (120/3) average damage.
248  
249  Looking at the table in "spell_info.doc", you should know that each spell
250  is designed so that it will kill a victim three levels below the mana user,
251  if the manauser ONLY cast his spell....
252  
253  
254  -------------------------------------------------------------------------
255  The Y/N rows below indicate which potions/scrolls/wands/staffs that are
256  possible to make. The MIN_LEV is the Minimum Level DEMANDED by the item
257  you are making. The game will crash if making level less than demanded.
258  
259  -------------------------------------------------------------------------
260                                     POTION  SCROLL  WAND  STAFF   MIN_LEV
261  TYPE_UNDEFINED               -1      Y       Y      Y      Y        -
262  SPELL_RESERVED_DBC            0      N       N      N      N        -
263  SPELL_ARMOR                   1      Y       Y      Y      N        >0
264  SPELL_TELEPORT                2      Y       Y      Y      Y        >0
265  SPELL_BLESS                   3      Y       Y      Y      N        ...
266  SPELL_BLINDNESS               4      Y       Y      Y      Y
267  SPELL_BURNING_HANDS           5      N       N      N      N        == 5
268  SPELL_CALL_LIGHTNING          6      Y       Y      N      Y        >=12
269  SPELL_CHARM_PERSON            7      N       Y      N      Y
270  SPELL_CHILL_TOUCH             8      N       N      N      N        == 3
271  SPELL_CLONE                   9      Y       Y      Y      N
272  SPELL_COLOUR_SPRAY           10      N       Y      Y      N        ==11
273  
274  SPELL_CONTROL_WEATHER        11      N       N      N      N
275  SPELL_CREATE_FOOD            12      N       Y      N      N
276  SPELL_CREATE_WATER           13      N       N      N      N
277  SPELL_CURE_BLIND             14      Y       N      N      Y
278  SPELL_CURE_CRITIC            15      Y       N      N      Y
279  SPELL_CURE_LIGHT             16      Y       N      N      Y
280  SPELL_CURSE                  17      Y       Y      N      Y
281  SPELL_DETECT_EVIL            18      Y       N      N      Y
282  SPELL_DETECT_INVISIBLE       19      Y       N      N      Y
283  SPELL_DETECT_MAGIC           20      Y       N      N      Y
284  
285  SPELL_DETECT_POISON          21      Y       Y      N      N
286  SPELL_DISPEL_EVIL            22      Y       Y      Y      Y       == 10
287  SPELL_EARTHQUAKE             23      N       Y      N      Y       == 7
288  SPELL_ENCHANT_WEAPON         24      N       Y      N      N
289  SPELL_ENERGY_DRAIN           25      Y       Y      Y      Y       == 13
290  SPELL_FIREBALL               26      N       Y      Y      N       == 15
291  SPELL_HARM                   27      Y       N      N      Y       == 15
292  SPELL_HEAL                   28      Y       N      N      Y
293  SPELL_INVISIBLE              29      Y       Y      Y      Y
294  SPELL_LIGHTNING_BOLT         30      N       Y      Y      N       == 9
295  
296  SPELL_LOCATE_OBJECT          31      N       N      N      N
297  SPELL_MAGIC_MISSILE          32      N       Y      Y      N       == 1
298  SPELL_POISON                 33      Y       N      N      Y
299  SPELL_PROTECT_FROM_EVIL      34      Y       Y      Y      Y
300  SPELL_REMOVE_CURSE           35      Y       Y      N      Y
301  SPELL_SANCTUARY              36      Y       Y      N      Y
302  SPELL_SHOCKING_GRASP         37      N       N      N      N       == 7
303  SPELL_SLEEP                  38      Y       Y      Y      Y
304  SPELL_STRENGTH               39      Y       Y      N      Y
305  SPELL_SUMMON                 40      N       N      N      N
306  
307  SPELL_VENTRILOQUATE          41      N       N      N      N
308  SPELL_WORD_OF_RECALL         42      Y       Y      Y      Y
309  SPELL_REMOVE_POISON          43      Y       N      N      Y
310  SPELL_SENCE_LIFE             44      Y       N      N      Y
311  
312  SPELL_IDENTIFY              *53*     N       Y      N      N