DSB Things description

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Adamo
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DSB Things description

Post by Adamo »

If anyone wants to compare..
This is not finished yet!! I`ll update it when I had the time.

I. type="THINGS":
--------------------------------------------------------------
VARIOUS FLAGS (SGFNHDUBO):

S= can_stick
:arrow: When thrown, it can get stuck in monsters.
G= go_thru_bars
:arrow: When thrown, it can pass through portcullis doors.
F= flying_only
:arrow: This item disappears if it is not flying. (e.g., fireballs)
N= hits_nonmat
:arrow: This item's attack methods can attack nonmaterial creatures.
H= flying_hits_nonmat
:arrow: This item will hit nonmaterial creatures when it's flying through the air.
D= hits_doorframes
:arrow: This item will hit doorframes when it's flying through the air. (e.g., zo spells)
U= useless_thrown
:arrow: This item has special limitations on its range and damage power when thrown.
B= ninja_bonus
:arrow: This item grants bonuses when thrown by a skilled ninja.
O= no_shade
:arrow: It will be drawn at full brightness no matter how dark the dungeon is.

--------------------------------------------------------------
FITS FLAGS (QPSCTNLHFI):

Q= fit_quiver
P= fit_pouch
S= fit_sheath
C= fit_chest
T= fit_torso
N= fit_neck
L= fit_legs
H= fit_head
F= fit_feet
I= no_fit_inventory

--------------------------------------------------------------

1. class="BONES":

Code: Select all

No OBJECT             MS TP IM SGFNHDUBO QPSCTNLHFI
00 bones              15 18 2  ......... ..........

MS= mass
MP= max_throw_power
IM= impact
2. class="TORCH":

Code: Select all

No OBJECT             MS ML DL DC  IM BT SGFNHDUBO QPSCTNLHFI
01 torch              11 85 15 500 2  12 ......... ..#.......
02 torch_2            11 60 25 500 2  10 ......... ..#.......
03 torch_3            11 20 40 500 2  8  ......... ..#.......
04 torch_x            11 .  .  .   2  8  ......... ..#.......

MS= mass
ML= min_light
DL= diff_light
DC= def_charge
IM= impact
BT= base_tpower
3. class="MISSILE":

Code: Select all

No OBJECT             MS BR IM BD SGFNHDUBO QPSCTNLHFI
01 dart               3  12 15 8  ##....... ##........
02 dart_csb           3  12 15 8  ##....... ##........
03 throwing_star      1  19 19 3  ##....... ##........
04 arrow              2  10 10 .  ##....... ##........
05 slayer             2  12 28 .  ##....... ##........
06 rock               10 6  18 .  .#....... ##........
07 dagger             5  12 19 .  ##....... ##........

MS= mass
BR= base_range
IM= impact
BD= bonus_damage
4. class="SPELL":

Code: Select all

No OBJECT             SGFNHDUBO QPSCTNLHFI
01 poison_desven      .##...... ..........
02 poison_ohven       .##...... ..........
03 poison_slime       .##...... ..........
04 fireball           ..#.....# ..........
05 desewspell         ..#.#...# ..........
06 lightning          ..#.....# ..........
07 zospell            ..#..#..# ..........
5. class="SPELLITEM":

Code: Select all

No OBJECT             MS MP SGFNHDUBO QPSCTNLHFI
01 zokathra           0  30 ......... .........#

MS= mass
MP= max_throw_power
6. class="MAGIC":

Code: Select all

No OBJECT             MS DC SP  BT FT  MU SH SD   SGFNHDUBO QPSCTNLHFI
01 flamitt            12 7  130 24 .   .  .  .    ......... ...#......
02 flamitt_x          12 .  .   12 .   .  .  .    ......... ...#......
03 magicbox_blue      6  1  .   .  30  .  .  .    ......... ...#......
04 magicbox_green     9  1  .   .  125 .  .  .    ......... ...#......
05 eye_of_time        1  5  .   .  125 .  .  .    ......... .#........
06 eye_of_time_x      1  .  .   .  .   .  .  .    ......... .#........
07 stormring          1  4  160 .  .   .  .  .    ......... .#........
08 stormring_x        1  .  .   .  .   .  .  .    ......... .#........
09 wand               1  15 .   .  .   10 16 280  .#....... ..........
10 wand_x             1  .  .   .  .   10 .  .    .#....... ..........
11 teowand            2  15 .   .  .   60 18 280  .#....... ..........
12 teowand_x          2  .  .   .  .   .  .  .    .#....... ..........
13 dragon_spit        8  8  190 .  .   70 .  .    ......... .#........
14 dragon_spit_x      8  .  .   .  .   70 .  .    ......... .#........

MS= mass
DC= def_charge
SP= spell_power
BT= base_tpower
FT= freeze_time
MU= mana_up
SH= shield_power
SD= shield_duration
7. class="FLASK":

Code: Select all

No OBJECT             MS SGFNHDUBO QPSCTNLHFI
01 flask              1  ..........#........

MS= mass
8. class="POTION":

Code: Select all

No OBJECT             MS SGFNHDUBO QPSCTNLHFI
01 flask_bro          3  ......... .#........
02 flask_dane         3  ......... .#........
03 flask_ee           3  ......... .#........
04 flask_ku           3  ......... .#........
05 flask_mon          3  ......... .#........
06 flask_neta         3  ......... .#........
07 flask_ros          3  ......... .#........
08 flask_vi           3  ......... .#........
09 flask_ya           3  ......... .#........

MS= mass
9. class="FLASK_WATER":

Code: Select all

No OBJECT             MS WV   SGFNHDUBO QPSCTNLHFI
01 flask_water        3  1600 ......... .#........
02 flask_water_yu     3  1600 ......... .#........

MS= mass
WV= waterval
10. class="BOMB":

Code: Select all

No OBJECT             MS SGFNHDUBO QPSCTNLHFI
01 fulbomb            3  ......... .##.......
02 venbomb            3  ......... .##.......

MS= mass
11. class="MISC":

Code: Select all

No OBJECT             MS DC MP SGFNHDUBO QPSCTNLHFI
01 horn_of_fear       8  1  .  ......... .#........
02 rope               10 .  15 ......... ...#......
03 lockpicks          1  .  .  ......... .#........
04 mirror_of_dawn     3  .  .  ......... .#........
05 magnifier          2  .  .  ......... .#........
06 corbum             0  .  70 ......... ...#......
07 rabbits_foot       1  .  40 .#....... .#........

MS= mass
DC= def_charge
MP= max_throw_power
12. class="STAFF":

Code: Select all

No OBJECT             MS DC MU  BT SP  SH SD  WD  LP LF LT   SGFNHDUBO QPSCTNLHFI
01 staff              26 .  20  12 .   .  .   .   .  .  .    ......... ..........
02 staff_claws        9  15 40  16 .   .  .   .   .  .  .    ......... ..#.......
03 staff_claws_x      9  .  40  16 .   .  .   .   .  .  .    ......... ..#.......
04 staff_yew          35 12 40  18 140 .  .   .   60 2  2500 ......... ..#.......
05 staff_yew_x        35 .  40  18 .   .  .   .   .  .  .    ......... ..#.......
06 staff_manar        29 15 100 .  160 16 280 .   .  .  .    ......... ..#.......
07 staff_manar_x      29 .  100 .  .   .  .   .   .  .  .    ......... ..#.......
08 staff_irra         29 15 100 .  160 16 280 .   .  .  .    ......... ..#.......
09 staff_irra_x       29 .  100 .  .   .  .   .   .  .  .    ......... ..#.......
11 staff_neta         21 .  80  .  .   .  .   .   .  .  .    ......... ..#.......
12 staff_condiut      33 15 160 .  180 .  .   120 .  .  .    ......... ..#.......
13 staff_conduit_x    33 .  160 .  .   .  .   .   .  .  .    ......... ..#.......
14 staff_serpent      33 .  160 .  180 .  .   120 .  .  .    ......... ..#.......
15 staff_serpent_x    33 .  160 .  .   .  .   .   .  .  .    ......... ..#.......
16 firestaff          24 .  .   .  .   22 300 .   .  .  .    ......... ..........
17 firestaff_gem      36 .  .   .  140 .  .   .   .  .  .    ......... ..........
18 lyf                18 15 .   .  .   .  .   .   60 2  2500 ......... ..#.......
19 lyf_x              18 .  .   .  .   .  .   .   .  .  .    ......... ..#.......

MS= mass
DC= def_charge
MU= mana_up
BT= base_tpower
SP= spell_power
LP= light_power
LF= light_fade
LT= light_fade_time
SH= shield_power
SD= shield_duration
WD= window_duration
13. class="CAPE":

Code: Select all

No OBJECT             MS AS SR SU SGFNHDUBO QPSCTNLHFI
01 cape               3  5  1  .  ......#.. ....##....
02 cloak_night        4  10 1  80 ......#.. ....##....

MS= mass
AS= armor_str
SR= sharp_resist
SU= stat_up
14. class="TORSO":

Code: Select all

No OBJECT             MS  AS  SR SU  SGFNHDUBO QPSCTNLHFI
01 halter             2   3   3  .   ......#.. ....#.....
02 tattered_shirt     4   5   0  .   ......#.. ....#.....
03 robe_top           4   5   0  .   ......#.. ....#.....
04 robe_fine_top      4   7   1  .   ......#.. ....#.....
05 kirtle             4   6   1  .   ......#.. ....#.....
06 silk_shirt         2   4   0  .   ......#.. ....#.....
07 elven_doublet      3   11  2  .   ......#.. ....#.....
08 leather_jerkin     6   17  3  .   ......#.. ....#.....
09 tunic              5   9   1  .   ......#.. ....#.....
10 ghi                5   8   1  .   ......#.. ....#.....
11 mail_aketon        65  35  5  .   ......#.. ....#.....
12 mithral_aketon     52  70  7  .   ......#.. ....#.....
13 flameblain         57  60  7  120 ......#.. ....#.....
14 torsoplate         120 65  4  .   ......... ....#.....
15 torsoplate_cursed  120 65  4  .   ......... ....#.....
16 torsoplate_lyte    108 125 4  .   ......... ....#.....
17 torsoplate_ra      108 125 4  .   ......... ....#.....
18 torsoplate_darc    141 160 4  .   ......... ....#.....
19 torsoplate_dragon  141 160 4  .   ......... ....#.....

MS= mass
AS= armor_str
SR= sharp_resist
SU= stat_up
15. class="LEGS":

Code: Select all

No OBJECT             MS AS  SR SU  SGFNHDUBO QPSCTNLHFI
01 barbarian_hide     3  4   1  .   ......#.. ......#...
02 tattered_pants     3  4   1  .   ......#.. ......#...
03 robe_bottom        4  5   0  .   ......#.. ......#...
04 robe_fine_bottom   4  7   1  .   ......#.. ......#...
05 tabard             4  5   1  .   ......#.. ......#...
06 gunna              5  7   1  .   ......#.. ......#...
07 elven_huke         3  13  2  .   ......#.. ......#...
08 leather_pants      8  20  3  .   ......#.. ......#...
09 blue_pants         6  12  2  .   ......#.. ......#...
10 ghi_trousers       5  9   1  .   ......#.. ......#...
11 leg_mail           53 35  5  .   ......#.. ......#...
12 mithral_mail       41 55  7  .   ......#.. ......#...
13 legplate           80 56  4  .   ......... ......#...
14 legplate_cursed    80 56  4  .   ......... ......#...
15 legplate_lyte      72 90  4  .   ......... ......#...
16 legplate_ra        72 90  4  .   ......... ......#...
17 legplate_darc      90 101 4  .   ......... ......#...
18 legplate_dragon    90 101 4  .   ......... ......#...
19 powertowers        81 88  4  100 ......... ......#...

MS= mass
AS= armor_str
SR= sharp_resist
SU= stat_up
16. class="HEAD":

Code: Select all

No OBJECT             MS AS SR SU  SGFNHDUBO QPSCTNLHFI
01 berzerker_helm     11 12 5  .   ......... .......#..
02 berzerker_helm_csb 11 12 5  .   ......... .......#..
03 helmet             14 17 5  .   ......... .......#..
04 basinet            15 20 5  .   ......... .......#..
05 casquencoif        16 26 6  .   ......... .......#..
06 armet              19 40 7  .   ......... .......#..
07 armet_cursed       19 40 7  .   ......... .......#..
08 helm_lyte          17 62 5  .   ......... .......#..
09 helm_ra            17 62 5  .   ......... .......#..
10 helm_darc          35 76 4  .   ......... .......#..
11 helm_dragon        35 76 4  .   ......... .......#..
12 dexhelm            14 54 6  100 ......... .......#..
13 calista            4  1  4  .   ......... .......#..
14 crown_nerra        6  5  2  .   ......... .......#..

MS= mass
AS= armor_str
SR= sharp_resist
SU= stat_up
17. class="FEET":

Code: Select all

No OBJECT             MS AS SR SGFNHDUBO QPSCTNLHFI
01 sandals            6  5  2  ......#.. ........#.
02 boots_suede        14 20 3  ......... ........#.
03 boots_leather      16 25 4  ......... ........#.
04 hosen              16 30 6  ......#.. ........#.
05 footplate          28 37 5  ......... ........#.
06 footplate_cursed   28 37 5  ......... ........#.
07 footplate_lyte     24 50 5  ......... ........#.
08 footplate_ra       24 50 5  ......... ........#.
09 footplate_darc     31 60 5  ......... ........#.
11 boots_elven        4  13 2  ......... ........#.
12 boots_speed        3  16 2  ......... ........#.

MS= mass
AS= armor_str
SR= sharp_resist
18. class="CLUB":

Code: Select all

No OBJECT             MS  BT BR IM SGFNHDUBO QPSCTNLHFI
01 club               36  19 10 10 ......... ..#.......
02 club_stone         110 44 4  22 ......... ..#.......

MS= mass
BT= base_tpower
BR= base_range
IM= impact
19. class="WEAPON":

Code: Select all

No OBJECT             MS DC SP  BR BT BT IM BP MU SU  MD    SGFNHDUBO QPSCTNLHFI
01 boltblade          30 14 160 10 49 .  14 6  .  .   .     ......... ..#.......
02 boltblade_x        30 .  .   10 49 .  10 6  .  .   .     ......... ..#.......
03 storm              30 14 160 10 49 .  14 6  .  .   .     ......... ..#.......
04 storm_x            30 .  .   10 49 .  10 6  .  .   .     ......... ..#.......
05 fury               47 8  160 10 55 .  20 8  .  .   .     ......... ..#.......
06 fury_x             47 .  .   10 55 .  10 8  .  .   .     ......... ..#.......
07 rablade            47 8  160 10 55 .  20 8  .  .   .     ......... ..#.......
08 rablade_x          47 .  .   10 55 .  10 8  .  .   .     ......... ..#.......
09 falchion           33 .  .   10 30 .  8  .  .  .   .     ......... ..#.......
10 sword              32 .  .   10 34 .  10 .  .  .   .     ......... ..#.......
11 sword_cursed       32 .  .   10 22 .  10 .  .  .   .     ......... ..#.......
12 rapier             26 .  .   10 38 .  10 .  .  .   .     ......... ..#.......
13 sabre              35 .  .   10 42 1  11 .  .  .   .     ......... ..#.......
14 biter              35 .  .   10 42 1  11 8  .  .   .     ......... ..#.......
15 sword_samurai      36 .  .   10 46 .  12 .  .  .   .     ......... ..#.......
16 delta              33 .  .   10 50 .  14 .  10 .   .     ......... ..#.......
17 side_splitter      33 .  .   10 50 .  14 8  .  .   .     ......... ..#.......
18 diamond_edge       37 .  .   10 62 .  14 4  .  .   0,75  ......... ..#.......
19 inquisitor         39 .  .   10 58 .  15 .  20 .   .     ......... ..#.......
20 dragon_fang        39 .  .   10 58 .  15 12 20 .   .     ......... ..#.......
21 vorpal             30 .  .   10 48 .  12 .  40 .   .     ...##.... ..#.......
22 axe                43 .  .   10 49 .  33 .  .  .   .     .......#. ..#.......
23 hardcleave         65 .  .   10 70 .  33 8  .  .   0,875 .......#. ..#.......
24 executioner        65 .  .   10 70 .  33 8  .  .   0,875 ......... ..#.......
25 mace               31 .  .   10 32 .  10 .  .  .   .     ......... ..#.......
26 mace_order         41 .  .   10 42 .  13 .  .  150 .     ......... ..#.......
27 morningstar        50 .  .   10 60 .  15 .  .  .   .     ......... ..#.......

MS= mass
DC= def_charge
SP= spell_power
BR= base_range
BT= base_tpower
IM= impact
BP= bonus_power
MU= mana_up
SU= stat_up
MD= monster_def_factor
20. class="SHOOTING":

Code: Select all

No OBJECT             MS BS  BA  DE MD SGFNHDUBO QPSCTNLHFI
01 bow                10 50  50  12 5  ......... ..........
02 bow_claw           10 50  50  12 5  ......... ..........
03 crossbow           28 120 180 14 5  ......... ..........
04 speedbow           30 125 225 10 4  ......... ..........
05 sling              19 20  50  10 6  ......... ..........

MS= mass
BS= base_shoot_power
BA= base_shoot_damage
DE= base_delta
MD= min_delta
21. class="SHIELD":

Code: Select all

No OBJECT             MS AS SR SGFNHDUBO QPSCTNLHFI
01 shield_buckler     11 22 5  ......... ..........
02 shield_neta        11 22 5  ......... ..........
03 shield_hide        10 16 2  ......... ..........
04 shield_crystal     10 46 2  ......... ..........
05 shield_small       21 35 4  ......... ..........
06 shield_wood        14 20 3  ......... ..........
07 shield_large       34 56 4  ......... ..........
08 shield_sar         34 56 4  ......... ..........
09 shield_lyte        30 85 4  ......... ..........
10 shield_ra          30 85 4  ......... ..........
11 shield_darc        40 54 6  ......... ..........
12 shield_dragon      40 54 6  ......... ..........

MS= mass
AS= armor_str
SR= sharp_resist
22. class="NECK":

Code: Select all

No OBJECT             MS SGFNHDUBO QPSCTNLHFI
01 choker             1  ......... .#...#....
02 jewelsymal         2  ......... .#...#....
03 illumulet          2  ......... .#...#....
04 gem_of_ages        2  ......... .#...#....
05 ekkhard_cross      3  ......... .#...#....
06 moonstone          2  ......... .#...#....
07 hellion            2  ......... .#...#....
08 pendant_feral      2  ......... .#...#....

MS= mass
23. class="COMPASS":

Code: Select all

No OBJECT             MS SGFNHDUBO QPSCTNLHFI
01 compass_n          1  ......... ...#......
02 compass_e          1  ......... ...#......
03 compass_s          1  ......... ...#......
04 compass_w          1  ......... ...#......

MS= mass
24. class="KEY":

Code: Select all

No OBJECT             MS SGFNHDUBO QPSCTNLHFI
01 key_iron           2  ......... .#........
02 key_b              1  ......... .#........
03 key_solid          1  ......... .#........
04 key_square         1  ......... .#........
05 key_tourquoise     1  ......... .#........
06 key_cross          1  ......... .#........
07 key_onyx           1  ......... .#........
08 key_skeleton       1  ......... .#........
09 key_gold           1  ......... .#........
10 key_winged         1  ......... .#........
11 key_topaz          1  ......... .#........
12 key_sapphire       1  ......... .#........
13 key_emerald        1  ......... .#........
14 key_ruby           1  ......... .#........
15 key_ra             1  ......... .#........
16 key_master         1  ......... .#........

MS= mass
25. class="GEM":

Code: Select all

No OBJECT             MS SGFNHDUBO QPSCTNLHFI
01 gem_blue           2  ......... .#........
02 gem_orange         3  ......... .#........
03 gem_green          2  ......... .#........

MS= masss
26. class="COIN":

Code: Select all

No OBJECT             MS SGFNHDUBO QPSCTNLHFI
01 coin_copper        1  ......... .#........
02 coin_silver        1  ......... .#........
03 coin_gold          1  ......... .#........
04 coin_gor           1  ......... .#........
05 coin_sar           1  ......... .#........

MS= mass
27. class="WATERSKIN":

Code: Select all

No OBJECT             MS WV  SGFNHDUBO QPSCTNLHFI
01 waterskin          3  .   ......... .#........
02 waterskin_1        5  800 ......... .#........
03 waterskin_2        7  800 ......... .#........
04 waterskin_full     9  800 ......... .#........

MS= mass
WV= waterval
28. class="CONSUMABLE":

Code: Select all

No OBJECT             MS FV   SGFNHDUBO QPSCTNLHFI
01 apple              4  500  ......... .#........
02 bread              3  650  ......... ...#......
03 cheese             8  820  ......... ...#......
04 corn               4  600  ......... .#........
05 drumstick          4  990  ......... .#........
06 shank              4  990  ......... .#........
07 s_slice            5  550  ......... ...#......
08 worm_round         11 350  ......... ...#......
09 d_steak            6  1400 ......... ...#......

MS= mass
FV= foodval
29. class="SCROLL":

Code: Select all

No OBJECT             MS SGFNHDUBO QPSCTNLHFI
01 scroll             1  ......... ...#......

MS= mass
30. class="CONTAINER":

Code: Select all

No OBJECT             MS MP SGFNHDUBO QPSCTNLHFI
01 chest              50 40 ......... ..........

MS= mass
MP= max_throw_power
31. class="JUNK":

Code: Select all

No OBJECT             MS IM MP SGFNHDUBO QPSCTNLHFI
01 boulder            81 30 20 ......... ..........
02 ashes              4  .  5  ......... ..........
03 stick              8  .  60 ......... ..........

MS= mass
IM= impact
MP= max_throw_power
Values description:

MS= mass
MP= max_throw_power
IM= impact
ML= min_light
:arrow: The absolute minimum light a given torch will give (at a given level)
DL= diff_light
:arrow: The amount of light that the torch will lose over its lifetime. A full power torch has a light value of min_light + diff_light.
DC= def_charge
BT= base_tpower
BR= base_range
BD= bonus_damage
SP= spell_power
WV= waterval
FT= freeze_time
MU= mana_up
SH= shield_power
SD= shield_duration
LP= light_power
LF= light_fade
LT= light_fade_time
WD= window_duration
BO= boost
AS= armor_str
SR= sharp_resist
SU= stat_up
BP= bonus_power
MD= monster_def_factor
:arrow: Monster defense is multiplied by this number. Make it less than 1 to grant an advantage.
BS= base_shoot_power
BA= base_shoot_damage
DE= base_delta
MD= min_delta
FV= foodval
Last edited by Adamo on Fri Mar 26, 2010 12:47 pm, edited 2 times in total.
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Sophia
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Re: DSB Things description

Post by Sophia »

:shock:

Wow, very detailed!
There is always a shortage of documentation for DSB so this will no doubt be useful to people who want to create new items. :)
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ian_scho
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Re: DSB Things description

Post by ian_scho »

lol, never knew that there was a junk class! Lots of work here Adamo!
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Adamo
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Re: DSB Things description

Post by Adamo »

I would make a complete list of objects, no matter the class (in a OBJECT, ALL POSSIBLE VALUES, ALL POSSIBLE FLAGS form), like I did with the monsters, but there`s too much of these values. When I did it using a code on that forum like I did with monsters, it simply wouldn`t fit to the screen (the code table would be too big), sorry. So if anyone wants to make a specific, unusual custom item, like a stone club that can be drunk, he`d have to add WV (watervalue) to the CLUB class.
Now it`s up to Sophia to descript those values ;) I`m not 100% sure of all!
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Sophia
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Re: DSB Things description

Post by Sophia »

Adamo wrote:if anyone wants to make a specific, unusual custom item, like a stone club that can be drunk, he`d have to add WV (watervalue) to the CLUB class.
And add an on_consume event to make use of that value, in this case, eatdrink. Many of these values are not used by the engine or anything automatic in the base code at all, and instead applied by the various on_* events, such as the water value. As another example, stat and stat_up are only used if you use the event functions stat_bonus (and stat_bonus_off) in to_* and from_* events to apply a stat increase when putting on a piece of clothing or equipping something.

There is a lot here and I admit it can get confusing at times. In general, though DSB doesn't force you to "clone" items like RTC does, if you want to create a new object, you're probably best off copying and pasting the appropriate fields from something that's very similar to what you want to create, to make sure to get all of the behaviors right.
Adamo wrote:Now it`s up to Sophia to descript those values
I edited your post and added some description.
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