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Reference on *_info.txt?

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Julian Lighton

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Feb 13, 1999, 3:00:00 AM2/13/99
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I know that, at some point in the past, there was a web page
explaining the formatting of the info files for non-programmers. Does
it still exist, and, if so, what's the URL?

thanks
--
Julian Lighton jl...@fragment.com
"ISO 9001 certification is a license to kill!" -- MST3K

AusDog

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Feb 13, 1999, 3:00:00 AM2/13/99
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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)

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