ITEM VALUE DOCUMENTATION

These values are used, as illustrated below, with the different item types. The various item types are shown in object explanations.

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

Value[4]: Minimum level (to wear)

ITEM_SCROLL (2)

Value[0]: Level of the spell on the scroll.

Value[1]: Which spell (See the spell documentation)

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.

Value[4]: Minimum level (to wear)

ITEM_WAND (3)

Value[0]: Level of spell in wand.

Value[1]: Max Charges (1..X)

Value[2]: Charges Left

Value[3]: Which spell (See the spell documentation)

Value[4]: Minimum level (to wear)

ITEM_STAFF (4)

Value[0]: Level of spell in staff.

Value[1]: Max Charges (1..X)

Value[2]: Charges Left

Value[3]: Which spell (See the spell documentation)

Value[4]: Minimum level (to wear)

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:

  1. Slash "bite/bites"
  2. Slash "whip/whips"
  3. Slash "slash/slashes"
  4. Slash "sting/stings"
  5. Bludgeon "spray/sprays"
  6. Bludgeon "crush/crushes"
  7. Bludgeon "pound/pounds"
  8. Bludgeon "gore/gores"
  9. Bludgeon "chop/chops"
  10. Bludgeon "blast/blasts"
  11. Pierce "pierce/pierces"
  12. Bludgeon "club/clubs"
  13. Bludgeon "hammer/hammers"
  14. Slash "smite/smites"
  15. Bludgeon "smash/smashes"
  16. Pierce "stab/stabs"
New types will be added as needed.

Value[4]: Minimum level (to wear)

ITEM_TREASURE (8)

Value[0]: -

Value[1]: -

Value[2]: -

Value[3]: -

Value[4]: Minimum level (to wear)

ITEM_ARMOUR (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]: -

Value[4]: Minimum level (to wear)

ITEM_POTION (10)

Value[0]: Level of the spell in the potion.

Value[1]: Which spell (See the spell documentation)

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. For example

   Value 0 : 30  (Level)
   Value 1 : 27  (Harm)
   Value 2 : 17  (Curse)
   Value 3 : -1  (No spell)
     (* Don't drink this - It's bad for your health! *)
Value[4]: -

ITEM_WORN (11)

Value[0]: -

Value[1]: -

Value[2]: -

Value[3]: -

Value[4]: Minimum level (to wear)

ITEM_OTHER (12)

Value[0]: -

Value[1]: -

Value[2]: -

Value[3]: -

Value[4]: Minimum level (to wear)

ITEM_TRASH (13)

Value[0]: -

Value[1]: -

Value[2]: -

Value[3]: -

Value[4]: Minimum level (to wear)

ITEM_CONTAINER (15)

Value[0]: Maximum weight the container can contain.

Value[1]: Container flags:

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".

Value[4]: Minimum level (to wear)

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:

 
                                    Effect
              Type           #      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_COKE       15     0           1           5
The above values for drunkness/fullness/thirst are used per four "units" drunk. The values are expressed in HOURS! For 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 the maximum for drunkness, fullness, and thirst. When hours are zero for any drunkness, fullness, or thirst the person will be sober, hungry, or thirsty respectively.

Value[3]: if this value is non-zero, then the drink is poisoned.

Value[4]: Minimum level (to wear)

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]: -

Value[4]: -

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.

Value[4]: -

ITEM_MONEY (20)

Value[0]: The number of gold coins "in the pile of coins".

Value[1]: -

Value[2]: -

Value[3]: -

Value[4]: -

ITEM_BOAT (22)

Value[0]: -

Value[1]: -

Value[2]: -

Value[3]: -

Value[4]: -

ITEM_FOUNTAIN (23)

Value[0]: Maximum drink units.

Value[1]: Drink units left.

Value[2]: -

Value[3]: -

Value[4]: -

ITEM_AIRSHIP (24)

Value[0]: -

Value[1]: -

Value[2]: -

Value[3]: -

Value[4]: -


Shela / furry@cambot.res.jhu.edu