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 they are all sorted after type here:
| LIGHT | SCROLL | WAND | STAFF | WEAPON |
| FURNITURE | FREE | TREASURE | POTION | ARMOR |
| WORN | OTHER | TRASH | CONTAINER | FREE2 |
| 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
Back to table
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.
Back to table
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
Back to table
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
Back to table
WEAPON value 0: Modifier to Hitroll value 1: Number of damage dice value 2: Size of damage dice value 3: Enter weapon type: 0) hit 1) sting 2) whip 3) slash 4) bite 5) bludgeon 6) crush 7) pound 8) claw 9) maul 10) thrash 11) pierce 12) blast 13) punch 14) stab Back to table
FURNITURE value 0: Number of people that can sit on this object.
Back to table
FREE No values currently used. - not implemented
Back to table
TREASURE No values currently used.
Back to table
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).
Back to table
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.
Back to table
WORN No values currently used.
Back to table
OTHER No values currently used.
Back to table
TRASH No values currently used.
Back to table
FREE2 No values currently used. - not implemented
Back to table
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.
Back to table
NOTE No values currently used.
Back to table
KEY No values currently used.
Back to table
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.
Back to table
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.
Back to table
PEN No values currently used.
Back to table
BOAT No values currently used.
Back to table
DRINKCON FOUNTAIN
The first number is max drink units (-1 for
unlimited). The second is the intitial drink units (this must be 1 or greater).
The 3rd number is liquid type from the following:
value 0: Max drink units. -1 for unlimited.
value 1: Initial drink units. Must be 1 or greater.
value 2: see below
value 3: 0 for not poisoned. Otherwise, the number of hours until the poison
burns off?
value 2: The type of liquid in the drink-container, one of:
---------------------------------------------------------------
| Type nr. | Effect of Liquid On: |
| | drunkenness 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 |
| SALT WATER 14 | 0 | 1 | -2 |
| CLEAR WATER 15 | 0 | 0 | 13 |
---------------------------------------------------------------
The above values for drunkenness/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 drunkenness value of 0, fullness value of 1 and
thirst value of -2. Therefore:
His drunkenness 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 drunkenness, fullness, and thirst can range from 0 to 24.
24 is the maximum; 0 means the person is completely sober, hungry,
or thirsty respectively.Back to Object Values table