This is not finished yet!! I`ll update it when I had the time.
I. type="THINGS":
--------------------------------------------------------------
VARIOUS FLAGS (SGFNHDUBO):
S= can_stick
G= go_thru_bars
F= flying_only
N= hits_nonmat
H= flying_hits_nonmat
D= hits_doorframes
U= useless_thrown
B= ninja_bonus
O= no_shade
--------------------------------------------------------------
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= impactCode: 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_tpowerCode: 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_damageCode: Select all
No OBJECT             SGFNHDUBO QPSCTNLHFI
01 poison_desven      .##...... ..........
02 poison_ohven       .##...... ..........
03 poison_slime       .##...... ..........
04 fireball           ..#.....# ..........
05 desewspell         ..#.#...# ..........
06 lightning          ..#.....# ..........
07 zospell            ..#..#..# ..........Code: Select all
No OBJECT             MS MP SGFNHDUBO QPSCTNLHFI
01 zokathra           0  30 ......... .........#
MS= mass
MP= max_throw_powerCode: 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_durationCode: Select all
No OBJECT             MS SGFNHDUBO QPSCTNLHFI
01 flask              1  ..........#........
MS= massCode: 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= massCode: Select all
No OBJECT             MS WV   SGFNHDUBO QPSCTNLHFI
01 flask_water        3  1600 ......... .#........
02 flask_water_yu     3  1600 ......... .#........
MS= mass
WV= watervalCode: Select all
No OBJECT             MS SGFNHDUBO QPSCTNLHFI
01 fulbomb            3  ......... .##.......
02 venbomb            3  ......... .##.......
MS= massCode: 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_powerCode: 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_durationCode: 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_upCode: 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_upCode: 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_upCode: 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_upCode: 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_resistCode: 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= impactCode: 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_factorCode: 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_deltaCode: 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_resistCode: 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= massCode: Select all
No OBJECT             MS SGFNHDUBO QPSCTNLHFI
01 compass_n          1  ......... ...#......
02 compass_e          1  ......... ...#......
03 compass_s          1  ......... ...#......
04 compass_w          1  ......... ...#......
MS= massCode: 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= massCode: Select all
No OBJECT             MS SGFNHDUBO QPSCTNLHFI
01 gem_blue           2  ......... .#........
02 gem_orange         3  ......... .#........
03 gem_green          2  ......... .#........
MS= masssCode: 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= massCode: 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= watervalCode: 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= foodvalCode: Select all
No OBJECT             MS SGFNHDUBO QPSCTNLHFI
01 scroll             1  ......... ...#......
MS= massCode: Select all
No OBJECT             MS MP SGFNHDUBO QPSCTNLHFI
01 chest              50 40 ......... ..........
MS= mass
MP= max_throw_powerCode: 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_powerMS= mass
MP= max_throw_power
IM= impact
ML= min_light
DL= 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
BS= base_shoot_power
BA= base_shoot_damage
DE= base_delta
MD= min_delta
FV= foodval

