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