313 lines
11 KiB
Plaintext
313 lines
11 KiB
Plaintext
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/* ************************************************************************
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* Copyright (C) 1990, 1991 - see 'license.doc' for complete information. *
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************************************************************************* */
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ITEM VALUE DOCUMENTATION
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"values.doc"
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These values are used, as illustrated below, with the different
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item types. The various item types are shown in dbsup.doc.
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ITEM_LIGHT (1)
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Value[0]: Not Used
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Value[1]: Not Used
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Value[2]: Number of hours the light can be used for. Zero hours means that
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the light has gone out. A negative number will create an eternal
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light source.
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Value[3]: Not Used
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ITEM_SCROLL (2)
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Value[0]: Level of the spell on the scroll.
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Value[1]: Which spell (see list somewhere around the end of file)
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Value[2]: Which spell
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Value[3]: Which spell
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The values(1-3) are three (or less) different spells, mixed 'on' the scroll.
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Unused spells should be set to -1.
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ITEM_WAND (3)
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Value[0]: Level of spell in wand.
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Value[1]: Max Charges (1..X)
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Value[2]: Charges Left
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Value[3]: Which spell in wand (see list somewhere around the end of file)
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ITEM_STAFF (4)
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Value[0]: Level of spell in staff.
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Value[1]: Max Charges (1..X)
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Value[2]: Charges Left
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Value[3]: Which spell in staff (see list somewhere around the end of file)
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ITEM_WEAPON (5)
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Value[0]: Not Used
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Value[1]: Number of dice to roll for damage
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Value[2]: Size of dice to roll for damage
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Value[3]: The weapon type. Type is one of:
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NUMBER CATEGORY Message type
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2 : Slash "whip/whips"
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3 : Slash "slash/slashes"
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6 : Bludgeon "crush/crushes"
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7 : Bludgeon "pound/pounds"
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11 : Pierce "pierce/pierces"
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New types can be added as needed.
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ITEM_FIREWEAPON (6)
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Value[0]: -
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Value[1]: -
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Value[2]: -
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Value[3]: -
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ITEM_MISSILE (7)
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Value[0]: -
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Value[1]: -
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Value[2]: -
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Value[3]: -
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ITEM_TREASURE (8)
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Value[0]: -
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Value[1]: -
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Value[2]: -
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Value[3]: -
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ITEM_ARMOR (9)
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Value[0]: The effective AC. >0 enhances the armour class. <0 reduces the
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the armour class (cursed armour for example).
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Value[1]: -
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Value[2]: -
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Value[3]: -
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ITEM_POTION (10)
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Value[0]: Level of the spell in the potion.
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Value[1]: Which spell (Listed elsewhere in this file)
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Value[2]: Which spell
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Value[3]: Which spell
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The values(1-3) are three (or less) different spells, mixed in the potion.
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Unused spells should be set to -1.
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Eg.
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Value 0 : 30 (Level)
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Value 1 : 27 (Harm)
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Value 2 : 17 (Curse)
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Value 3 : 4 (Blindness)
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(* Don't drink this - It's bad for your health! *)
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ITEM_WORN (11)
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Value[0]: -
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Value[1]: -
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Value[2]: -
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Value[3]: -
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ITEM_OTHER (12)
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Value[0]: -
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Value[1]: -
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Value[2]: -
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Value[3]: -
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ITEM_TRASH (13)
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Value[0]: -
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Value[1]: -
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Value[2]: -
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Value[3]: -
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ITEM_TRAP (14)
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Value[0]: -
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Value[1]: -
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Value[2]: -
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Value[3]: -
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ITEM_CONTAINER (15)
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Value[0]: Maximum weight the container can contain.
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Value[1]: Container flags:
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CLOSEABLE 1
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PICKPROOF 2
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CLOSED 4
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LOCKED 8
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Value[2]: The item-number of the object which can open the object. -1 means
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no lockability.
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Value[3]: Internal use for Corpses that must "rot".
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ITEM_NOTE (16)
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Value[0]: Tounge (language of writing). Not yet used.
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Value[1]: -
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Value[2]: -
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Value[3]: -
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ITEM_DRINKCON (17)
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Value[0]: Maximum drink-units the drink-container can contain.
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Value[1]: Number of drink-units that are left in the container.
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Value[2]: The type of liquid in the drink-container, one of:
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Type nr. Effect
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Drunkness Fullness Thirst
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LIQ_WATER 0 0 1 10
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LIQ_BEER 1 3 2 5
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LIQ_WINE 2 5 2 5
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LIQ_ALE 3 2 2 5
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LIQ_DARKALE 4 1 2 5
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LIQ_WHISKY 5 6 1 4
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LIQ_LEMONADE 6 0 1 8
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LIQ_FIREBRT 7 10 0 0
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LIQ_LOCALSPC 8 3 3 3
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LIQ_SLIME 9 0 4 -8
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LIQ_MILK 10 0 3 6
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LIQ_TEA 11 0 1 6
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LIQ_COFFE 12 0 1 6
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LIQ_BLOOD 13 0 2 -1
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LIQ_SALTWATER 14 0 1 -2
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LIQ_CLEARWATER 15 0 0 13
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The above values for drunkness/fullness/thirst are used per
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four "units" drunk. The values are expressed in HOURS!
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Example:
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Dragon empties a bottle (say 7 units) of saltwater.
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His Drunkness is not changed ((7/4)*0)
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His Fullness increases by ((7/4)*1) hours
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His Thirst increases by ((7/4)*-2) hours, thus making
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him More thirsty.
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The hours above are numbers between 0 and 24. 24 hours is
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maximum for drunkness/fullness/thirst. When hours are zero
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for any drunkness/fullness/thirst the person will be
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sober, hungry, or thirsty respectively.
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Value[3]: if this value is non-zero, then the drink is poisoned.
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ITEM_KEY (18)
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Value[0]: The key-type. This value must match the lock-type the door
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that the key can open.
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Value[1]: -
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Value[2]: -
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Value[3]: -
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ITEM_FOOD (19)
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Value[0]: The number of hours, that this food will fill the stomach
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Value[1]: -
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Value[2]: -
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Value[3]: If this value is non-zero, the food is poisoned.
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ITEM_MONEY (20)
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Value[0]: The number of gold coins "in the pile of coins".
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Value[1]: -
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Value[2]: -
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Value[3]: -
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ITEM_PEN (21)
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Value[0]: -
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Value[1]: -
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Value[2]: -
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Value[3]: -
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ITEM_BOAT (22)
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Value[0]: -
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Value[1]: -
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Value[2]: -
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Value[3]: -
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ITEM_FOUNTAIN (23)
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Value[0]: Maximum drink-units the drink-container can contain.
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Value[1]: Number of drink-units that are left in the container.
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Value[2]: The type of liquid in the drink-container; definitions
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are the same as for ITEM_DRINKCON.
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Value[3]: Drink is posioned if non-zero.
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-------------------------------------------------------------------------
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IMPORTANT NOTICE!!
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Since the level versus average damage calculations are performed as shown
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in "spell_info.doc" all the offensive spells are individually much stronger
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than higher level spells. For example:
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1 fireball of level 15 gives more damage than one of level 16 which give
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more damage than level 17 which give more damage than level 18 which
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give more.... etc.
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Thus please make all offensive potions/scrolls/etc. as the basic level
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they are designed for. You can see the level below. You can see the spells
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average damage, by looking at the spell versus the level of the spell,
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divided by the number of spells learned at that particular level. Example:
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Level 9 Lightning bolt give (102/2) average damage. Divided by 2, because
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this is the level at which it is first learned (You can almost
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always cast two spells are first learned level). At level 10 it
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gives (120/3) average damage.
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Looking at the table in "spell_info.doc", you should know that each spell
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is designed so that it will kill a victim three levels below the mana user,
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if the manauser ONLY cast his spell....
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-------------------------------------------------------------------------
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The Y/N rows below indicate which potions/scrolls/wands/staffs that are
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possible to make. The MIN_LEV is the Minimum Level DEMANDED by the item
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you are making. The game will crash if making level less than demanded.
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-------------------------------------------------------------------------
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POTION SCROLL WAND STAFF MIN_LEV
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TYPE_UNDEFINED -1 Y Y Y Y -
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SPELL_RESERVED_DBC 0 N N N N -
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SPELL_ARMOR 1 Y Y Y N >0
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SPELL_TELEPORT 2 Y Y Y Y >0
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SPELL_BLESS 3 Y Y Y N ...
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SPELL_BLINDNESS 4 Y Y Y Y
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SPELL_BURNING_HANDS 5 N N N N == 5
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SPELL_CALL_LIGHTNING 6 Y Y N Y >=12
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SPELL_CHARM_PERSON 7 N Y N Y
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SPELL_CHILL_TOUCH 8 N N N N == 3
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SPELL_CLONE 9 Y Y Y N
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SPELL_COLOUR_SPRAY 10 N Y Y N ==11
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SPELL_CONTROL_WEATHER 11 N N N N
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SPELL_CREATE_FOOD 12 N Y N N
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SPELL_CREATE_WATER 13 N N N N
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SPELL_CURE_BLIND 14 Y N N Y
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SPELL_CURE_CRITIC 15 Y N N Y
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SPELL_CURE_LIGHT 16 Y N N Y
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SPELL_CURSE 17 Y Y N Y
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SPELL_DETECT_EVIL 18 Y N N Y
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SPELL_DETECT_INVISIBLE 19 Y N N Y
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SPELL_DETECT_MAGIC 20 Y N N Y
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SPELL_DETECT_POISON 21 Y Y N N
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SPELL_DISPEL_EVIL 22 Y Y Y Y == 10
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SPELL_EARTHQUAKE 23 N Y N Y == 7
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SPELL_ENCHANT_WEAPON 24 N Y N N
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SPELL_ENERGY_DRAIN 25 Y Y Y Y == 13
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SPELL_FIREBALL 26 N Y Y N == 15
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SPELL_HARM 27 Y N N Y == 15
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SPELL_HEAL 28 Y N N Y
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SPELL_INVISIBLE 29 Y Y Y Y
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SPELL_LIGHTNING_BOLT 30 N Y Y N == 9
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SPELL_LOCATE_OBJECT 31 N N N N
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SPELL_MAGIC_MISSILE 32 N Y Y N == 1
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SPELL_POISON 33 Y N N Y
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SPELL_PROTECT_FROM_EVIL 34 Y Y Y Y
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SPELL_REMOVE_CURSE 35 Y Y N Y
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SPELL_SANCTUARY 36 Y Y N Y
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SPELL_SHOCKING_GRASP 37 N N N N == 7
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SPELL_SLEEP 38 Y Y Y Y
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SPELL_STRENGTH 39 Y Y N Y
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SPELL_SUMMON 40 N N N N
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SPELL_VENTRILOQUATE 41 N N N N
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SPELL_WORD_OF_RECALL 42 Y Y Y Y
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SPELL_REMOVE_POISON 43 Y N N Y
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SPELL_SENCE_LIFE 44 Y N N Y
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SPELL_IDENTIFY *53* N Y N N
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