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)
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)
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)
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)
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:
Value[4]: Minimum level (to wear)
Value[0]: -
Value[1]: -
Value[2]: -
Value[3]: -
Value[4]: Minimum level (to wear)
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)
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]: -
Value[0]: -
Value[1]: -
Value[2]: -
Value[3]: -
Value[4]: Minimum level (to wear)
Value[0]: -
Value[1]: -
Value[2]: -
Value[3]: -
Value[4]: Minimum level (to wear)
Value[0]: -
Value[1]: -
Value[2]: -
Value[3]: -
Value[4]: Minimum level (to wear)
Value[0]: Maximum weight the container can contain.
Value[1]: Container flags:
Value[3]: Internal use for Corpses that must "rot".
Value[4]: Minimum level (to wear)
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)
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]: -
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]: -
Value[0]: The number of gold coins "in the pile of coins".
Value[1]: -
Value[2]: -
Value[3]: -
Value[4]: -
Value[0]: -
Value[1]: -
Value[2]: -
Value[3]: -
Value[4]: -
Value[0]: Maximum drink units.
Value[1]: Drink units left.
Value[2]: -
Value[3]: -
Value[4]: -
Value[0]: -
Value[1]: -
Value[2]: -
Value[3]: -
Value[4]: -