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 Back to table
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 13The 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.Back to Object Values table