wmud/old-codebase/doc/OLD-DOCS/values.doc
2012-03-07 16:24:50 +01:00

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/* ************************************************************************
* 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 can 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]: -
Value[1]: -
Value[2]: -
Value[3]: -
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_CLEARWATER 15 0 0 13
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_FOUNTAIN (23)
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; definitions
are the same as for ITEM_DRINKCON.
Value[3]: Drink is posioned if non-zero.
-------------------------------------------------------------------------
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