thanks
--
Julian Lighton jl...@fragment.com
"ISO 9001 certification is a license to kill!" -- MST3K
This was posted some time ago. I kept this post as a reference to
*_info.txt. HTH.
>Matthew David wrote:
>>
>> Does anyone have a guide for what all the numbers and symbols mean for the
>> assorted ?_info.txt files? I can figure out some of them thanks to help I
>> have recieved, combined with intuitive data from the game itself, but others
>> I can't do that qwith. I don't want to crash the prog, so any help would be
>> appricated.
>Sure:
>a_info.txt - Artifacts
>----------------------
>N:1:of Galadriel
>N is for new/number/name. This indicates the beginning of an entry; the
>number must increase throughout the file. The activations depend on
>this number, so unless recompiling is possible, artifacts should not be
>significantly changed (especially in the I: line) or rearranged. The
>name should not be so long that the full object name won't fit into one
>line.
>I:39:4:0
>I is for basic information - tval, sval, and pval. tval identifies the
>type of item this is (a light), sval identifies the subtype (a phial),
>and pval indicates the amount of effect the item has, if applicable.
>Certain flags may require it.
>W:1:1:10:10000
>W is for extra information - level, rarity, weight in tenth-pounds, and
>cost. The Phial normally appears at 50', is very easy to find, weighs
>one pound, and is worth 10000 gold pieces.
>P:0:1d1:0:0:0
>P is for power - armor class, damage, to-hit, to-dam, and to-ac. The
>Phial offers no protection and does 1 damage if thrown.
>F:ACTIVATE |
>F:INSTA_ART
>F is for flags. These are fairly self-explanatory. As many F: lines
>may be used as are needed to specify all the flags. The Phial has an
>activation and is an 'instant artifact', meaning that the base object
>will never be found except as an artifact.
>e_info.txt - Ego-Items
>----------------------
>N:41:of Stealth
>As in a_info.txt. These values are also directly used by the game.
>X:31:10
>X is for extra information - inventory slot and rating. Slots range
>from 23 (ammo) to 35 (feet). 31 is a cloak. rating will cause a better
>level feeling.
>C:0:0:0:3
>C is for creation bonusses - maximum to-hit, to-dam, to-ac, and pval.
>None of these may be negative; cursed ego-items will negate the given
>value.
>W:0:0:0:500
>F:STEALTH
>W and F are as before.
>f_info.txt - Features
>---------------------
># 0x01 --> open floor
>N:1:open floor
>As before. These values are directly used by the game and also indicate
>transparency. Only the graphic should ever be changed.
>G:.:w
>G is for graphics - symbol and color. There are 16 colors, as follows:
>D - Dark (black) w - White s - Slate (gray) o - Orange r - Red
>g - Green b - Blue u - Umber (brown) d - 'Light Dark' (dark gray)
>W - 'Light White' (light gray) v - Violet y - Yellow
>G - Light Green B - Light Blue U - Light Umber (light brown)
>k_info.txt - Object Kinds
>-------------------------
>N:21:& Ration~ of Food
>As before, with extra characters for articles (&) and pluralization (~);
>ie. '2 Rations of Food'. The game has space for 512 objects; many
>spaces are unused.
>G:,:U
>As in f_info.txt.
>I:80:35:5000
>As in a_info.txt. sval is directly used by the game for all items
>except weapons, armor, and junk, so, without recompiling, their effects
>are fixed. Additional weapons, armor, and junk may be defined if they
>use unused svals. Also note the pval here - because this is food, the
>amount of nutrition must be stored.
>W:0:0:10:3
>As in a_info.txt.
>A:0/1:5/1:10/1
>A is for allocation - depth and rarity, in pairs. Rations of food are
>very commonly found at the town, 250', and 500', with a gradual decline
>in probability as depth increases.
>Many objects will have a P: line here as in a_info.txt.
>Many objects will also have F: lines; generally, flags are reserved for
>artifacts and ego-items. Weapons should have a SHOW_MODS flag, which
>causes the game to display the bonusses to hit and to damage if known.
>r_info.txt - Monster Races
>--------------------------
>N:1:Filthy street urchin
>G:t:D
>N and G are as before. Entry 0 is reserved for the player. There is
>one unused space in the file (548).
>I:110:1d4:4:1:40
>I is for information - speed, health, vision in tens of feet, armor
>class, and alertness. 110 is normal speed. Alertness ranges from 0
>(ever vigilant for intruders) to 255 (prefers to ignore intruders).
>W:0:2:0:0
>W is for more information - level, rarity, and experience for killing.
>The third slot is unused.
>B:BEG
>B:TOUCH:EAT_GOLD
>B is for blows - method of attack, effect of attack, and damage from
>attack. There may be up to four of these lines; effect and damage are
>optional.
>F:MALE |
>F:RAND_25 | FRIENDS |
>F:TAKE_ITEM | OPEN_DOOR
>As before.
>Spellcasters will have a series of S: lines which specify, as flags,
>which spells may be cast by the monster. The first S: line must be
>S:1_IN_X with X the number of monster turns, on average, before the
>monster will cast one of its spells. X must not be zero.
>D:He looks squalid and thoroughly revolting.
>D is for description. As many D: lines may be used as are needed to
>describe the monster. Note that lines may need spaces at their ends to
>prevent words from runningtogether in the monster recall.
>v_info.txt - Vaults
>-------------------
>N:1:Lesser vault (round)
>As before.
>X:7:5:12:20
>X is for extra information - room type, rating, rows, and columns.
>Lesser vaults are room type 7 and have a maximum x-y size of 33x22
>(despite what the file claims); greater vaults are room type 8 and have
>a maximum size of 66x44.
>D: lines follow; these describe the layout of the vault. Lines must be
>padded with spaces to fill the dimensions specified. Vaults are
>described with the following symbols:
>% - outside of the vault, where corridors may be connected.
># - granite X - impenetrable rock * - treasure or trap
>+ - secret door ^ - trap
>& - monster up to 5 levels out of depth
>@ - monster up to 11 levels OOD
>9 - monster up to 9 levels OOD and treasure up to 7 levels OOD
>8 - monster up to 40 levels OOD and treasure up to 20 levels OOD
>, - monster up to 3 levels OOD and/or treasure up to 7 levels OOD
>HTH
>--
>Eric Bock
AusDog
(Please reply to NG)