Note, that OLC will not prompt you for values noted here as unused. Those values are mentioned here for text file compatibility mostly.
Since the values mean different things for different types
they're all sorted after type here:
SCROLL
value 0: Level at which scroll's spells are cast.
value 1: Spell number 1
value 2: Spell number 2
value 3: Spell number 3
If less than 3 spells are desired, set unused values to -1.
WAND
value 0: Level at which wand's spell is cast.
value 1: Charge capacity of wand (>= 1)
value 2: Current number of charges remaining
value 3: Spell number
STAFF
value 0: Level at which staff's spell is cast.
value 1: Charge capacity of staff (>= 1)
value 2: Current number of charges remaining
value 3: Spell number
WEAPON
value 0: The weapon type, one of:
0) GENERIC - no weapon proficiency will take effect.
1) Axe
2) Hammer
3) Club - and other 'non-weapons'
4) Polearm
5) Sword - also daggers, knives, small sword
6) Large Sword - also bastard swords, twohanded swords
7) Whip - and flail
8) Knuckles - and other 'hand' weapons.
value 1: Number of damage dice
value 2: Size of damage dice
value 3: Weapon type for damage messages, one of:
0 hit/hits
1 sting/stings
2 whip/whips
3 slash/slashes
4 bite/bites
5 bludgeon/bludgeons
6 crush/crushes
7 pound/pounds
8 claw/claws
9 maul/mauls
10 thrash/thrashes
11 pierce/pierces
12 blast/blasts
13 punch/punches
14 stab/stabs
15 impale/impales
Back to table
FIREWEAPON
No values currently used. - not implemented
ARMOR
value 0: AC-apply of the armor. Note that the effective change to AC
is this value times a multiplier based on where the armor is
worn. Values >0 enhance the armor class; values <0 damage
the armor class (cursed armor, for example).
POTION
value 0: Level at which the potion's spells are cast.
value 1: Spell number 1
value 2: Spell number 2
value 3: Spell number 3
If less than 3 spells are desired, set unused values to -1.
CONTAINER
value 0: Capacity (max containable weight) of container
value 1: Container flag bitvector
1) CLOSEABLE Container can be closed and locked.
2) PICKPROOF Lock on container cannot be picked.
3) CLOSED Container is closed when created.
4) LOCKED Container is locked when created.
value 2: The vnum of the key object that opens this container.
-1 if it has no key.
value 3: Reserved for internal use -- always set as 0.
FOOD
value 0: The number of hours of hunger satisfied by this food.
value 1: unused
value 2: unused
value 3: Non-zero if the food is poisoned, 0 otherwise.
MONEY
value 0: The number of copper coins in the pile.
value 1: The number of silver coins in the pile.
value 2: The number of gold coins in the pile.
value 3: The number of platinum coins in the pile.
value 0: Capacity of container
value 1: Current quantity in container
value 2: see below
value 3: If the drink is poisoned, how long will the poison burn? 0 if not poisoned.
value 2: The type of liquid in the drink-container, one of:
Type nr. Effect of Liquid On:
Drunkness Fullness Thirst
WATER 0 0 1 10
BEER 1 3 2 5
WINE 2 5 2 5
ALE 3 2 2 5
DARK ALE 4 1 2 5
WHISKY 5 6 1 4
LEMONADE 6 0 1 8
FIREBREATHER 7 10 0 0
LOCAL SPC. 8 3 3 3
SLIME 9 0 4 -8
MILK 10 0 3 6
TEA 11 0 1 6
COFFEE 12 0 1 6
BLOOD 13 0 2 -1 This will satisfy vampire hunger.
SALT WATER 14 0 1 -2
CLEAR WATER 15 0 0 13
The above values for drunkness/fullness/thirst are in the units of one
hour of effect per four units of liquid drunk. For example, imagine that
Dragon drinks an entire bottle (say 7 units) of saltwater. According to the
table above, saltwater has a drunkness value of 0, fullness value of 1 and
thirst value of -2. Therefore:
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.
A player's drunkness, fullness, and thirst can range from 0 to 24.
24 is the maximum; 0 means the person is completely sober, hungry,
or thirsty respectively.