Item Type and Value Line Table
Notes for the this table:
All keywords are just one word! Those keywords which look like multiple
words are joined by underscores ('_').
There must always be 5 things (numbers, single keywords, flag characters
or flag character groups) in the value line! |
Keyword |
|
anvil |
public_cost |
public_qp |
has_owner? |
owner_cost |
owner_qp |
costs are in silver for weapon forging.
qp are charged for flag forging.
has_owner = 1 if anvil has an owner, else 0.
The anvil's owner's name, if any, must be the last of the anvil's keywords. |
armor |
acpierce |
acbash |
acslash |
acmagic |
0 |
Use positive values for the AC 'improvement' values!
Remember to code the final '0'!
As a rule of thumb, AC in each class should be roughly one third of
the equipment's level, with magic AC usually being a bit lower. |
boat |
|
clothing |
|
coach |
|
Coaches may not be coded anywhere but in 'tours.are'!
The 3rd slot contains furniture-type flags (see 'furniture') to restrict
occupants to sitting/resting/sleeping inside the coach. |
|
container |
max_total_weight |
flags |
keyvnum |
max_single_weight |
weight_multiplier |
-
max_total_weight
-
is the maximum total weight of objects that can be put into the container.
Weights are in pounds (note that object weights are in 10th pounds!)
-
Container Flags
A: closeable |
B: pickproof |
AC: closed |
ACD: locked |
E: put on |
-
keyvnum
-
vnum of key that fits, or 0 if none.
-
max_single_weight
-
is the weight of the heaviest single object that will fit into the container.
-
weight_multiplier
-
is the factor, in percent, by which the weight of objects is multiplied
for the carrier's load when those objects are put in the container. A value
of 50 would make the total weight of all content items half the normal
weight.
Examples: |
Bag from grocery store: |
50 0 0 5 100 |
|
King Arthur's backpack: |
300 A 0 20 30 |
|
drink |
-
liquid types
-
see the Liquid Type Table.
-
poisoned
-
-
1 if contents are poisoned, 0 if not.
Examples: |
Newbie Coke: |
150 150 'coke' 0 0 |
|
Holy Grail: |
500 500 'water' 0 0 |
|
food |
fillvalue |
satevalue |
0 |
poisoned? |
0 |
-
fillvalue
-
how filling the food is, i.e. how soon the player is unable to eat more.
-
satevalue
-
how well the food stills (sates) hunger
-
poisoned
-
1 if the food is poisoned, 0 if not.
Examples: |
big pot pie: |
20 40 0 0 0 |
|
bread: |
18 12 0 0 0 |
|
fountain |
-
liquid types
-
see the Liquid Type Table.
-
poisoned
-
1 if contents are poisoned, 0 if not.
It's possible to get poisoned by drinking directly from a fountain
but not by drinking from a container filled from a poisoned fountain. (Seems
like a quirk in the code)
|
furniture |
max_people |
0 |
furnitureflags |
manaregen |
hpregen |
Furniture Flags
Pos'n |
at |
on |
in |
inside |
stand |
A |
B |
C |
sit |
D |
E |
F |
rest |
G |
H |
I |
sleep |
J |
K |
L |
put |
M |
N |
O |
P |
|
|
-
manaregen and hpregen
-
the rates at which a player standing / sitting / resting / sleeping at/on/in
the item will recover mana/hp, in percent relative to the 'normal' rate
achieved when on the bare ground. 100 represents this 'normal' rate.
Current Dizzy policy is to allow no more than 150 regen rate.
|
|
gem |
|
jewelry |
|
jukebox |
|
Note: Songs for the juke boxes must be coded into file 'music.txt'. |
|
key |
-
keep
-
1 if the key can be kept over a player's QUIT, 0 if
not.
-
|
light |
-
hours_of_light
-
may be 0 (dead) to 998 (998 hours) or -1 (infinite).
999 also translates to infinite.
|
map |
|
Note: Objects of this type cannot be saved! |
|
material |
skill_mod |
dice_bonus |
side_bonus |
0 |
0 |
-
skill modifier
-
is added to the player's skill when determining the chance of a successful
FORGE. The number is a percentage. Positive modifiers improve chances,
with 100 making the forge certain. Negative values may be used to make
it harder. Materials with good dice and side bonuses (see below) should
have negative skill modifiers.
-
dice bonus
-
is added to a fixed number to calculate the number of damage dice on the
weapon created.
-
side bonus
-
is added to a random, level-based number to calculate the number of damage
dice on the weapon created.
Because of the multiplicative effect of dice and sides in calculating a
weapon's average damage, it is very difficult to create materials with
well balanced results. If you create a new material, test it extensively
before letting it loose in the world. The following examples may
help:
|
bar of adamantite: |
-5 0 2 0 0 |
|
bar of stardust: |
-25 0 4 0 0 |
|
bar of platinum: |
-20 5 -5 0 0 |
Lastly, it is essential to put a HOLD flag into the wear
location of the object, else it cannot be held and is useless. |
money |
silvervalue |
goldvalue |
0 |
0 |
0 |
This object type is used to code money lying around on the ground or in
a container. When picked up, this object type magically transmutes into
an increase in the taker's worth. |
paint_gun |
current_ammo |
max_ammo |
fire_wait |
brokenness |
quality |
-
current_ammo
-
is the number of paintballs already loaded. Should start at 0.
-
fire_wait
-
is the number of game pulses (at 0.25 sec each) a (mortal) player is lagged
between shots.
-
brokenness
-
tells how badly the paintball gun is damaged. 0 is mint condition,
25 is too damaged to function.
-
quality
-
determines the shooter's chance of success:
0: |
25% chance to hit |
25: |
never jams |
75: |
100% chance of hitting |
The wear location for paintball guns is HOLD, strangely enough. |
paint_tube |
|
Ammunition for paint ball guns |
|
pill |
spell_level |
'spell1' |
'spell2' |
'spell3' |
'spell4' |
-
Spell names must be coded exactly as they are written in the game.
-
Spell names must be enclosed in single quotes ( ' ).
-
If a pill has less than 4 spells, the remaining slots must be coded as
two single quotes: '' .
Example: red moss: 20 'cure critical' 'giant strength' '' '' |
portal |
num_charges |
exit_flag |
gate_flag |
room_vnum |
0 |
-
num_charges
-
The number of times this portal can be used before imploding. 0
gives an unlimited number of uses.
-
exit_flag
-
Normally 0. Coding B yields a closed portal passable only
to immortals. Cannot be opened, either.
-
gate flags
A: |
Normal exit (set this if no other flags are set) |
B: |
No curse (can't be used by people who are cursed) |
C: |
Go with (portal moves with the person using it) |
D: |
Gate buggy (5% chance it will teleport user to a random room) |
E: |
Random (will always teleport user to a random room) |
-
room_vnum
-
-
The vnum of the room the portal should lead to. If the vnum is not that
of an existing room, the portal will not work. If you code -1, the
portal will operate as a random portal.
|
potion |
spell_level |
'spell1' |
'spell2' |
'spell3' |
'spell4' |
Potions are coded the same way as pills. See pill for details. |
scroll |
spell_level |
'spell1' |
'spell2' |
'spell3' |
'spell4' |
Scrolls are coded the same way as pills. See pill for details. |
staff |
spell_level |
max_charges |
current_charges |
'spell' |
0 |
-
Code the 'spell' exactly as it is written in the game, inside double quotes.
-
Staves must be HELD to be BRANDISHed, so be sure to code HOLD into
the wear location!
|
trash |
|
treasure |
|
wand |
spell_level |
max_charges |
current_charges |
'spell' |
0 |
-
Code the 'spell' exactly as it is written in the game, inside double quotes.
-
Wands must be HELD to be ZAPed, so be sure to code HOLD into the
wear location!
|
warp_stone |
Warp stones must be HELD to be used, so be sure to code HOLD into
the wear location! |
weapon |
'wpn_class' |
dam_dice |
num_sides |
'dam_type' |
wpn_flags |
-
weapon class
-
One of: 'exotic', 'sword', 'dagger', 'staff', 'mace', 'axe', 'flail', 'polearm',
'whip'
-
damage dice and number of sides
-
Damage inflicted by a weapon is determined by rolling 'dam_dice' imaginary
dice, each having 'num_sides' sides.
To calculate the average expected damage, use the formula:
( dam_dice x num_sides + dam_dice ) / 2.
-
damage types
-
keyword telling what kind of damage the weapon does.
Be sure to use only a keyword from the Damage
Type Table!
-
weapon flags
A: |
flaming |
E: |
vorpal |
B: |
frost |
F: |
two-handed |
C: |
vampiric |
G: |
shocking |
D: |
sharp |
H: |
poison |
|