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  1. 0000 TItem struc ; (sizeof=0xa0)
  2. 0000 ItemType dd ? ; enum enItemType --confirmed, all items
  3. 0004 Identified dd ? -- confirm, ever wielded, boolean, all items (even gold though hidden) ; 1 = IDed
  4. 0008 IdentifiedBUC dd ? --confirmed, boolean, all items (even gold though hidden)
  5. 000C CanRot dd ? --WRONG! this is boolean, set to 1 on a food item if rottenness_known, if it is 1 and !knowBUC, display (rottedness). May have other uses
  6. 0010 Cooked dd ? -- confirmed, boolean, all items
  7. 0014 field_14 dd ? -- appraised_at_level; this holds your Appraisal skill when an appraisal check was last made against this item; you won't get another check until your skill changes
  8. 0018 field_18 dd ? -- this is actually appraised, a bool, it is set to true when an item is appraised; appraisal values are not stored and are computed when needed
  9. 001C BUCStatus dd ? --confirmed ; 0-cursed, 1-uncursed, 2-blessed
  10. 0020 Name db 32 dup(?) -- for the jet-black battle axe "Executor", etc; confirmed, empty if unused, all items
  11. 0040 SpecialEffect1 dd ? -- prefix for all items, -1 if unused ; enum enItemSpecialEffects1
  12. 0044 SpecialEffect2 dd ? -- suffix for body armors and 1h/2h weapons, -1 if unused ; enum enItemSpecialEffects2
  13. 0048 PV dd ? -- confirmed as used for bracers, shields, armor, helm, gloves, cloak, girdle, boots, ring/amulet of protection, Aylas Holy Scarf, black torc, weapons, launchers, if item has affects PV/DV set
  14. 004C DV dd ? -- confirmed as used for bracers, shields, armor, helm, gloves, cloak, girdle, boots, ring/amulet of defense, Aylas Holy Scarf, black torc, weapons, launchers, if item has affects PV/DV set
  15. 0050 MeleeToHit dd ? -- confirmed for shields, armor, helm, gloves, cloak, girdle, boots, weapons
  16. 0054 MeleeToDamageDice4 dd ? ; D in (AdB/C)+D
  17. -- I would call this melee_plusdam, used by ring of slaying, weapons
  18. 0058 MeleeToDamageDice1 dd ? ; A in (AdB/C)+D
  19. -- melee_sides, confirmed for melee weapons
  20. 005C MeleeToDamageDice12 dd ? ; A*B in (AdB/C)+D
  21. -- melee_dicedam, confirmed for melee weapons
  22. 0060 MissileToHit dd ? -- confirmed for armor, helm, glove, cloak, girdle, boots, launchers, ammo
  23. 0064 MissileToDamageDice4 dd ? ; D in (AdB/C)+D
  24. -- I would call this missile_plusdam, used by ring of slaying and launchers and ammo
  25. 0068 MissileToDamageDice1 dd ? -- confirmed ; A in (AdB/C)+D
  26. 006C MissileToDamageDice12 dd ? --confirmed ; A*B in (AdB/C)+D
  27. 0070 Charges dd ? -- #remaining, for wands, tinderboxes, flint and steel, fletchery/writing sets
  28. 0074 Special dd ? -- partially confirmed (corpse no for statue/corpse/figurine)
  29. -- +X for gloves of smiting
  30. -- determines spell for spellbooks
  31. -- turns of fuel remaining for a torch, or 0 if pristine
  32. -- which stat to modify if modifies a stat (see class flag 1)
  33. ; spell no, torch fuel, stat boost no, corpse no, crit bonus amount, etc.
  34. 0078 Special2 dd ? -- amount to modify a stat if modifies a stat
  35. -- amount to modify speed if modifies speed
  36. ; stat boost, spell charges
  37. 007C Number dd ? -- that's *quantity*, and confirmed, all items
  38. 0080 Rusty dd ? -- confirmed, bool, all items
  39. 0084 Broken dd ? -- confirmed, bool, all items
  40. 0088 Unpaid dd ? -- confirmed, bool, all items
  41. 008C TorchLit dd ? -- confirmed, bool, torches
  42. 0090 PoisonAmount dd ? -- confirmed, if >0 any item is poisoned
  43. 0094 GeneratedAt dd ? -- 'last_check_turn'; set to game turn number; food and torches use this so as to only update once per turn ; game move nr when the item was generated
  44. 0098 Properties dd ? -- confirm that there's a flag word here; only 8 bits used
  45. @ IP_Rustproof = 1
  46. -- 2..8 appear to be god gift bits
  47. @ IP_Charges_Known = 0x10 -- the item also has to be identified
  48. @ IP_Already_Recharged = 0x20
  49. -- 0x40 and 0x80 appear to be used to earmark items for the player; monsters will not pick them up. 0x40 only applies to peacefuls, both apply to hostiles. Both are cleared when you pick up the items and do not affect stacking.
  50. 009C ItemNumber dd ? ; The item's unique number -- may be broken, but confirmed
  51. 00A0 TItem ends
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