-+-+-+-+-+-+-+-+ START OF PART 70 -+-+-+-+-+-+-+-+ X('oily ', 100,63,64,0), X('sea-weed green hair, ', 33,64,65,0), X('bright red hair, ', 66,64,65,0), X('dark purple hair, ', 100,64,65,0), X('and green ',25,65,66,0), X('and blue ', 50,65,66,0), X('and white ',75,65,66,0), X('and black ',100,65,66,0), X('ulcerous skin.', 33,66,-1,0), X('scabby skin.', 66,66,-1,0), X('leprous skin.', 100,66,-1,0)); X`20 X`20 X`7B Treasure related values `7D X inven_ctr := 0; X inven_weight := 0; X missle_ctr := 0; X equip_ctr := 0; X blank_treasure := (' ',0,' ',0,0,0,0,0,0,0,0,0,0,' ',0); X`20 X`7B Gold list (All types of gold and gems are defined here) `7D X gold_list := ( X('copper', 100, '$',%X'00000000', 0, 3,1,0,0,0,0,0,0, ' ' , 1), X('copper', 100, '$',%X'00000000', 0, 4,2,0,0,0,0,0,0, ' ' , 1), X('copper', 100, '$',%X'00000000', 0, 5,3,0,0,0,0,0,0, ' ' , 1), X('silver', 100, '$',%X'00000000', 0, 6,4,0,0,0,0,0,0, ' ' , 1), X('silver', 100, '$',%X'00000000', 0, 8,5,0,0,0,0,0,0, ' ' , 1), X('silver', 100, '$',%X'00000000', 0,10,6,0,0,0,0,0,0, ' ' , 1), X('garnets',100, '*',%X'00000000', 0,11,7,0,0,0,0,0,0, ' ' , 1), X('garnets',100, '*',%X'00000000', 0,12,8,0,0,0,0,0,0, ' ' , 1), X('gold' , 100, '$',%X'00000000', 0,14,9,0,0,0,0,0,0, ' ' , 1), X('gold' , 100, '$',%X'00000000', 0,16,0,0,0,0,0,0,0, ' ' , 1), X('gold' , 100, '$',%X'00000000', 0,18,1,0,0,0,0,0,0, ' ' , 1), X('opals', 100, '*',%X'00000000', 0,20,2,0,0,0,0,0,0, ' ' , 1), X('saphires', 100, '*',%X'00000000', 0,24,3,0,0,0,0,0,0, ' ' , 1), X('gold' , 100, '$',%X'00000000', 0,28,4,0,0,0,0,0,0, ' ' , 1), X('rubies', 100, '*',%X'00000000', 0,35,5,0,0,0,0,0,0, ' ' , 1), X('diamonds', 100, '*',%X'00000000', 0,40,6,0,0,0,0,0,0, ' ' , 1), X('emeralds', 100, '*',%X'00000000', 0,70,7,0,0,0,0,0,0, ' ' , 1), X('mithril' , 100, '$',%X'00000000',0,140,8,0,0,0,0,0,0, ' ' , 1)); X`20 X`7B Object description: Objects are defined here. Each object has the foll Vowing X attributes: X Descriptor : Name of item and formats. X %C is replaced with a random color. X %W is replaced with a random wood. X %M is replaced with a random metal. X %R is replaced with a random rock. X %P1 is replaced with the number in P1 (see below). X %P2 is replaced with plus-to-hit. X %P3 is replaced with plus-to-damage. X %P4 is replaced with plus-to-AC. X %P5 is replaced with number in P1, no sign. X & is replaced with 'a', 'an', or a number. X `7E is replaced with null or 's'. X Character : Character that represents the item. X Type value : Value representing the type of object. X 1 `7E Miscellaneous Object. X 2 & chest. X 10 (Left Curly Brace) sling ammo. X 11 (Left Curly Brace) bolt. X 12 (Left Curly Brace) arrow. X 13 `7E spike. X 15 `7E Lamp or Torch. X 20 (Right curly brace) bow, crossbow, or sling. V `20 X 21 / hafted weapon. X 22 \ pole arm. X 23 `7C sword or dagger. X 25 \ digging tools. X 30 `5D boots. X 31 `5D gloves and gauntlets. X 32 ( Cloak X 33 `5D helm. X 34 ) shield. X 35 `5B hard armor. X 36 ( soft armor. X 40 " amulet. X 45 = ring. X 55 _ staff. X 60 - rod. X 65 - wand. X 70 ? scroll. X 71 ? scroll. continued X 75 ! potion. `20 X 76 ! potion. continued X 77 ! flask of oil. X 80 , food. X 90 ? Magic Book. X 91 ? Prayer Book. X`09`09 92 ? extra book 1. X`09`09 93 ? extra book 2. X 100 $ valuable metal. X 100 * valuable gems. X 101 . Unseen trap. X 102 `5E Seen trap. X 103 : Rubble. X 104 ' Open door. X 105 + Closed door. X 107 < Up staircase. X 108 > Down staircase. X 109 # Secret door. X 110 1,2,3,4,5,6,7 Entrance to store. X 111 `5E Black Market Trap (store) X`20 X Sub value : separate value for each item of a type. X Damage : amount of damage item can cause. X Weight : relative weight of an item. X Number : number of items appearing in group. X If items can be added together then subval > 255 X If items are considered one unit when added together then X subval > 511 X To hit : magical pluses to hit. X To damage : magical pluses to damage. X AC : objects relative armor class. X 1 is worse than 5 is worse than 10 ect... X To AC : Magical bonuses to AC. X P1 : Catch all for magical abilities such as pluses to strengt Vh, X minuses to searching... X Flags : Abilities of object. Each abilitiy is a bit. Bits 1-31 X are used. (Signed integer) X`20 X Flags used for anything that can be worn or wielded: X Bit # Hex # Ability X 1 00000001 Strength X 2 00000002 Dexterity X 3 00000004 Constitution X 4 00000008 Intelligence X 5 00000010 Wisdom X 6 00000020 Charisma X 7 00000040 Searching X 8 00000080 Slow digestion X 9 00000100 Stealth X 10 00000200 Aggravation X 11 00000400 Teleportation X 12 00000800 Regeneration X 13 00001000 Speed X 14 00002000 Slay Dragon X 15 00004000 Slay Monster X 16 00008000 Slay Evil X 17 00010000 Slay Undead X 18 00020000 Cold Brand X 19 00040000 Flame Brand X 20 00080000 Resist Fire X 21 00100000 Resist Acid X 22 00200000 Resist Cold X 23 00400000 Sustain Stat (P1) X 24 00800000 Free Action X 25 01000000 See Invisible X 26 02000000 Resist Lightning X 27 04000000 Feather Fall X 28 08000000 Blindness X 29 10000000 Timidness X 30 20000000 Tunneling X 31 40000000 Infra vision X 32 80000000 Cursed `20 X Level : Minimum level on which item can be found. X Cost : Relative cost of item. X Special Abilities can be added to item by MAGIC_INIT, X found in MISC.INC. X`20 X Scrolls, Potions, and Food: X Flags is used to define a function which reading/quaffing X will cause. Most scrolls and potions have only one bit X set. Potions will generally have some food value, found X in P1. X`20 X Wands and Staves: X Flags defines a function, P1 contains number of charges X for item. P1 is set in MAGIC_INIT (MISC.INC) X `20 X Chests: X Traps are added randomly by MAGIC.INIT in MISC.INC. X `20 X Object list (All objects must be defined here) `7D X X object_list := ( X('& %M Mushroom`7E`7C of Poison',80,',',%X'00000001',500,0,257,1,1,0,0,0,0,' V0d0',7), X('& %M Mushroom`7E`7C of Blindness',80,',',%X'00000002',500,0,258,1,1,0,0,0, V0,'0d0' ,9), X('& %M Mushroom`7E`7C of Paranoia',80,',',%X'00000004',500,0,259,1,1,0,0,0,0 V,'0d0', 9), X('& %M Mushroom`7E`7C of Confusion',80,',',%X'00000008',500,0,260,1,1,0,0,0, V0,'0d0', 7), X('& %M Mushroom`7E`7C of Halucination',80,',',%X'00000010',500,0,261,1,1,0,0 V,0,0,'0d0',13), X('& %M Mushroom`7E`7C of Cure Poison',80,',',%X'00000020',500,60,262,1,1,0,0 V,0,0,'0d0', 8), X('& %M Mushroom`7E`7C of Cure Blindness',80,',',%X'00000040',500,50,263,1,1, V0,0,0,0,'0d0',10), X('& %M Mushroom`7E`7C of Cure Paranoia',80,',',%X'00000080',500,25,264,1,1,0 V,0,0,0,'0d0',12), X('& %M Mushroom`7E`7C of Cure Confusion',80,',',%X'00000100',500,50,265,1,1, V0,0,0,0,'0d0', 6), X('& %M Mushroom`7E`7C of Weakness',80,',',%X'04000200',500,0,266,1,1,0,0,0,0 V,'0d0', 7), X('& %M Mushroom`7E`7C of Unhealth',80,',',%X'04000400',500,50,267,1,1,0,0,0, V0,'10d10',15), X('& %M Mushroom`7E`7C of Restore Constitution',80,',',%X'00010000',500,350,2 V68,1,1,0,0,0,0,'0d0', 20), X('& %M Mushroom`7E`7C of First-Aid',80,',',%X'00200000',500,5,269,1,1,0,0,0, V0,'0d0',6), X('& %M Mushroom`7E`7C of Minor Cures',80,',',%X'00400000',500,20,270,1,1,0,0 V,0,0,'0d0',7), X('& %M Mushroom`7E`7C of Light Cures',80,',',%X'00800000',500,30,271,1,1,0,0 V,0,0,'0d0',10), X('& %M Mushroom`7E`7C of Restoring' ,80,',',%X'001F8040',500,1000,272,1,1,0, V0,0,0,'0d0',30), X('& Hairy %M Mold`7E`7C of Poison',80,',',%X'00000001',1200,0,273,1,1,0,0,0, V0,'0d0',15), X('& Hairy %M Mold`7E`7C of Halucinations',80,',',%X'00000010',1200,0,274,1,1 V,0,0,0,0,'0d0',18), X('& Hairy %M Mold`7E`7C of Cure Poison',80,',',%X'00000020',1200,75,275,1,1, V0,0,0,0,'0d0',19), X('& Hairy %M Mold`7E`7C of Unhealth',80,',',%X'00000400',1200,25,276,1,1,0,0 V,0,0,'6d8',28), X('& Hairy %M Mold`7E`7C of Cure Serious Wounds',80,',',%X'02000000',1200,75, V277,2,1,0,0,0,0,'0d0',16), X('& Ration`7E of Food',80,',',%X'00000000',5000,3,307,10,1,0,0,0,0,'0d0',0), X('& Ration`7E of Food',80,',',%X'00000000',5000,3,307,10,1,0,0,0,0,'0d0',5), X('& Ration`7E of Food',80,',',%X'00000000',5000,3,307,10,1,0,0,0,0,'0d0',10) V, X('& Slime Mold`7E',80,',',%X'00000000',3000,2,308,5,1,0,0,0,0,'0d0',1), X('& Piece`7E of Elvish Waybread',80,',',%X'02000020',7500,10,311,3,1,0,0,0,0 V,'0d0',6), X('& Piece`7E of Elvish Waybread',80,',',%X'02000020',7500,10,311,3,1,0,0,0,0 V,'0d0',12), X('& Piece`7E of Elvish Waybread',80,',',%X'02000020',7500,10,311,3,1,0,0,0,0 V,'0d0',20), X('& Dagger (Main Gauche)`5E (%P2,%P3)',23,'`7C',%X'00000000',0,25,1,30,1,0,0 V,0,0,'1d5',2), X('& Dagger (Misercorde)`5E (%P2,%P3)',23,'`7C',%X'00000000',0,10,2,15,1,0,0, V0,0,'1d4',0), X('& Dagger (Stiletto)`5E (%P2,%P3)',23,'`7C',%X'00000000',0,10,3,12,1,0,0,0, V0,'1d4',0), X('& Dagger (Bodkin)`5E (%P2,%P3)' ,23,'`7C',%X'00000000',0,10,4,20,1,0,0,0,0 V,'1d4',1), X('& Broken dagger`5E (%P2,%P3)' ,23,'`7C',%X'00000000',0,0,5,15,1,-2,-2,0,0, V'1d1',0), X('& Backsword`5E (%P2,%P3)',23,'`7C',%X'00000000',0,60,6,95,1,0,0,0,0,'1d9', V7), X('& Bastard Sword`5E (%P2,%P3)' ,23,'`7C',%X'00000000',0,350,7,140,1,0,0,0,0 V,'3d4',14), X('& Thrusting Sword (Bilbo)`5E (%P2,%P3)' ,23,'`7C',%X'00000000',0,60,8,80,1 V,0,0,0,0,'1d6',4), X('& Thrusting Sword (Baselard)`5E (%P2,%P3)' ,23,'`7C',%X'00000000',0,80,9,1 V00,1,0,0,0,0,'1d7',5), X('& Broadsword`5E (%P2,%P3)' ,23,'`7C',%X'00000000',0,255,10,150,1,0,0,0,0,' V2d5',9), X('& Two Handed Sword (Claymore)`5E (%P2,%P3)',23,'`7C',%X'00000000',0,775,11 V,200,1,0,0,0,0,'3d6',30), X('& Cutlass`5E (%P2,%P3)' ,23,'`7C',%X'00000000',0,85,12,110,1,0,0,0,0,'1d7' V,7), X('& Two Handed Sword (Espadon)`5E (%P2,%P3)' ,23,'`7C',%X'00000000',0,655,13 V,180,1,0,0,0,0,'3d6',35), X('& Executioner''s Sword`5E (%P2,%P3)',23,'`7C',%X'00000000',0,850,14,260,1, V0,0,0,0,'4d5',40), X('& Two Handed Sword (Flamberge)`5E (%P2,%P3)',23,'`7C',%X'00000000',0,1000, V15,240,1,0,0,0,0,'4d5',45), X('& Foil`5E (%P2,%P3)',23,'`7C',%X'00000000',0,35,16,30,1,0,0,0,0,'1d5',2), X('& Katana`5E (%P2,%P3)',23,'`7C',%X'00000000',0,400,17,120,1,0,0,0,0,'3d4', V18), X('& Longsword`5E (%P2,%P3)',23,'`7C',%X'00000000',0,300,18,130,1,0,0,0,0,'1d V10' ,12), X('& Two Handed Sword (No-Dachi)`5E (%P2,%P3)',23,'`7C',%X'00000000',0,675,19 V,200,1,0,0,0,0,'4d4',45), X('& Rapier`5E (%P2,%P3)',23,'`7C',%X'00000000',0,42,20,40,1,0,0,0,0,'1d6',4) V, X('& Sabre`5E (%P2,%P3)' ,23,'`7C',%X'00000000',0,50,21,50,1,0,0,0,0,'1d7',5) V, X('& Small Sword`5E (%P2,%P3)',23,'`7C',%X'00000000',0,48,22,75,1,0,0,0,0,'1d V6',5), X('& Two Handed Sword (Zweihander)`5E (%P2,%P3)' ,23,'`7C',%X'00000000',0,100 V0,23,280,1,0,0,0,0,'4d6',50), X('& Broken sword`5E (%P2,%P3)',23,'`7C',%X'00000000',0,0,24,75,1,-2,-2,0,0,' V1d1',0), X('& Battle Axe (Balestarius)`5E (%P2,%P3)',21,'\',%X'00000000',0,500,1,180,1 V,0,0,0,0,'2d8',30), X('& Ball and Chain`5E (%P2,%P3)',21,'\',%X'00000000',0,200,2,150,1,0,0,0,0,' V2d4',20), X('& Battle Axe (European)`5E (%P2,%P3)' ,21,'\',%X'00000000',0,334,3,170,1,0 V,0,0,0,'3d4',13), X('& Broad Axe`5E (%P2,%P3)',21,'\',%X'00000000',0,304,4,160,1,0,0,0,0,'2d6', V17), X('& Cat-O-Nine Tails`5E (%P2,%P3)',21,'\',%X'00000000',0,14,5,40,1,0,0,0,0,' V1d4',3), X('& Wooden Club`5E (%P2,%P3)',21,'\',%X'00000000',0,1,6,100,1,0,0,0,0,'1d3', V0), X('& Flail`5E (%P2,%P3)' ,21,'\',%X'00000000',0,353,7,150,1,0,0,0,0,'2d6',12) V, X('& Two Handed Great Flail`5E (%P2,%P3)',21,'\',%X'00000000',0,590,8,280,1,0 V,0,0,0,'3d6',45), X('& Morningstar`5E (%P2,%P3)',21,'\',%X'00000000',0,396,9,150,1,0,0,0,0,'2d6 V',10), X('& Mace`5E (%P2,%P3)',21,'\',%X'00000000',0,130,10,120,1,0,0,0,0,'2d4',6), X('& War Hammer`5E (%P2,%P3)' ,21,'\',%X'00000000',0,225,11,120,1,0,0,0,0,'3d V3',5), X('& Mace (Lead filled)`5E (%P2,%P3)' ,21,'\',%X'00000000',0,502,12,180,1,0,0 V,0,0,'3d4',15), X('& Awl-Pike`5E (%P2,%P3)',22,'/',%X'00000000',0,340,1,160,1,0,0,0,0,'1d8',8 V), X('& Beaked Axe`5E (%P2,%P3)' ,22,'/',%X'00000000',0,408,2,180,1,0,0,0,0,'2d6 V',15), +-+-+-+-+-+-+-+- END OF PART 70 +-+-+-+-+-+-+-+-