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OasisOLC and Deaths Gate script reference

Object values

Object values:

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:

LIGHT SCROLL WAND STAFF WEAPON
FIREWEAPON MISSILE TREASURE POTION ARMOR
WORN OTHER TRASH CONTAINER TRAP
NOTE DRINKCON KEY MONEY FOOD
PEN BOAT FOUNTAIN
LIGHT 
     value 0: unused
     value 1: unused
     value 2: Capacity of light in hours.
                0: Burned out light.
               -1: Eternal light source.
     value 3: unused
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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.
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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
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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
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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

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FIREWEAPON 
     No values currently used. - not implemented
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MISSILE 
     No values currently used. - not implemented
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TREASURE
     No values currently used.
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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).
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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.
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WORN
     No values currently used.
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OTHER
     No values currently used.
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TRASH
     No values currently used.
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TRAP 
     No values currently used. - not implemented
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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.
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NOTE
     No values currently used. 
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KEY 
     No values currently used.
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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.
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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.
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PEN 
     No values currently used.
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BOAT 
     No values currently used.
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DRINKCON
FOUNTAIN
     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.
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© 2005 Thomas Arp (Welcor). All rights reserved.