Below you can find a lot of tables that can be used when building areas or playing around with mobiles, players or objects. There are also a lot of tables not directly used in areas, but that can be used when creating new spells, skills, etc. Some are also rarely used anywhere else than in the code and are just given for complecity.

Note: It is okay if this information startles you at first, because it is a LOT of bogus :). These numbers are to be used when building an area. You need to LEARN these numbers, because the builder won't help you at all times.

Note: A little note on bitvectors: those of you out there that happen to fiddle some code out of their keyboards once in while might know what this is: they are numbers representing one bit in a double-word (32-bits) turned on. E.g. the number 32 represents the 5th bit active and the rest set to 0. When you want to use more than 1 flag, just add the values together!

Item types and values

Item types and values
Name used in code Assigned value Use of value 1 Use of value 2 Use of value 3 Use of value 4
ITEM_WEAPON 1 condition number of dice size of dice type of weapon (see: FG_xxxx)
ITEM_ARMOR 2 condition type of armor (see: ARMOR_xxxx) modifier unused
ITEM_FOOD 3 condition poisoned hours of value unused
ITEM_DRINK 4 capacity current quantity liquid type (see: LIQ_xxxx) poisoned
ITEM_LIGHT 5 hours of light remaining (0=dead) unused unused unused
ITEM_TRASH 6 unused unused unused unused
ITEM_MONEY 7 amount unused unused unused
ITEM_SPECIAL 8 unused unused unused unused
ITEM_GEM 9 mana type (unused) spell level mana when charged unused
ITEM_CONTAINER 10 unused unused unused unused
ITEM_CORPSE 11 unused unused unused unused
ITEM_FOUNTAIN 12 unused unused liquid type (see: LIQ_xxxx) unused
ITEM_BLOOD 13 direction (see: DIR_xxxx) unused unused unused
ITEM_PORTAL 14 unused unused unused unused
ITEM_KEY 15 unique key number unused unused unused

Constants

Wearing positions
Name used in code Assigned value
WEAR_RFINGER 1
WEAR_LFINGER 2
WEAR_NECK1 3
WEAR_NECK2 4
WEAR_BODY 5
WEAR_HEAD 6
WEAR_LEGS 7
WEAR_FEET 8
WEAR_HANDS 9
WEAR_ARMS 10
WEAR_SHIELD 11
WEAR_ABOUT 12
WEAR_WAIST 13
WEAR_RWRIST 14
WEAR_LWRIST 15
WEAR_FLOAT 16
WEAR_RHAND 17
WEAR_LHAND 18
WEAR_RSHOULDER 19
WEAR_LSHOULDER 20
WEAR_FACE 21
WEAR_REAR 22
WEAR_LEAR 23
WEAR_RANKLE 24
WEAR_LANKLE 25
WEAR_EYES 26

Weapon types
Name used in code Assigned value
FG_NONE 0
FG_PUNCH 1
FG_SLASH 2
FG_PIERCE 3
FG_CLEAVE 4
FG_BLAST 5
FG_CRUSH 6
FG_BITE 7
FG_CLAW 8
FG_WHIP 9
FG_STAB 10
FG_GAZE 11
FG_BREATH 12
FG_STING 13

Armor types
Name used in code Assigned value
ARMOR_HAC 1
ARMOR_BAC 2
ARMOR_AAC 3
ARMOR_LAC 4

Directions
Name used in code Assigned value
DIR_NORTH 1
DIR_EAST 2
DIR_SOUTH 3
DIR_WEST 4
DIR_DOWN 5
DIR_UP 6
DIR_SOMEWHERE 7

Conditions
Name used in code Assigned value
COND_DRUNK 1
COND_FULL 2
COND_THIRST 3
COND_CAFFEINE 4
COND_HIGH 5
COND_MAX 6

Liquid types
Name used in code Assigned value
LIQ_WATER 1
LIQ_BEER 2
LIQ_ALE 3
LIQ_WHISKEY 4
LIQ_VODKA 5
LIQ_WINE 6
LIQ_JUICE 7
LIQ_MILK 8
LIQ_TEA 9
LIQ_COFFEE 10
LIQ_COLA 11
LIQ_SPECIAL 12
LIQ_MAX 13

Target types
Name used in code Assigned value
TARGET_OFF_ATTACK 1
TARGET_OFF_AREA 2
TARGET_DEF_SELF 3
TARGET_DEF_SINGLE 4
TARGET_DEF_AREA 5
TARGET_DEF_WORLD 6
TARGET_OBJECT 7

Positions
Name used in code Assigned value
POS_DEAD 0
POS_MORTAL 1
POS_INCAP 2
POS_STUNNED 3
POS_SLEEPING 4
POS_MEDITATE 5
POS_RESTING 6
POS_SITTING 7
POS_FIGHTING 8
POS_STANDING 9
POS_CASTING 10
POS_SEARCHING 11
POS_BACKSTAB 12
POS_CIRCLE 13
POS_BASHED 14

Sector types
Name used in code Assigned value
SECT_INSIDE 1
SECT_CITY 2
SECT_FIELD 3
SECT_FOREST 4
SECT_HILLS 5
SECT_MOUNTAIN 6
SECT_DESERT 7
SECT_WATER_SWIM 8
SECT_WATER_NOSWIM 9
SECT_UNDERWATER 10
SECT_OCEANFLOOR 11
SECT_UNDERGROUND 12
SECT_AIR 13
SECT_NOPASSAGE 14
SECT_UNKNOWN 15
SECT_MAX 16

Bitvector Tables

NPC flags
Name used in code Bitvector Resulting value
ACT_NPC BV00 1
ACT_FLYING BV01 2
ACT_AGGRESSIVE BV02 4
ACT_SENTINEL BV03 8
ACT_SCAVENGER BV04 16
ACT_STAY_AREA BV05 32
ACT_HUNTING BV06 64
ACT_FASTHUNT BV07 128
ACT_MOBINVIS BV08 256
ACT_TEACHER BV09 512
ACT_BANKER BV10 1024
ACT_SPIRIT BV11 2048
ACT_NOBASH BV12 4096
ACT_SHOPKEEP BV13 8192
ACT_IMMORTAL BV14 16384
ACT_LOG BV15 32768
ACT_PROTO BV31 2147483648

Spell affect flags
Name used in code Bitvector Resulting value
AFF_BLIND BV00 1
AFF_INVISIBLE BV01 2
AFF_DETECT_INVIS BV02 4
AFF_DETECT_HIDDEN BV03 8
AFF_SANCTUARY BV04 16
AFF_INFRAVISION BV05 32
AFF_POISON BV06 64
AFF_FLYING BV07 128
AFF_BERSERK BV08 256
AFF_AQUA_BREATH BV09 512
AFF_PLAGUE BV10 1024
AFF_HIDE BV11 2048
AFF_SNEAK BV12 4096
AFF_ENCHANT BV13 8192

Area flags
Name used in code Bitvector Resulting value
AREA_NORESET BV00 1
AREA_NOPC BV01 2
AREA_PROTO BV02 4

Player config flags
Name used in code Bitvector Resulting value
CFG_ASSIST BV01 2
CFG_AUTOLOOT BV02 4
CFG_AUTOSAC BV03 8
CFG_AUTOSCALP BV04 16
CFG_BLANK BV05 32
CFG_BRIEF BV06 64
CFG_ANSI BV07 128
CFG_PAGER BV08 256

Exit flags
Name used in code Bitvector Resulting value
EX_ISDOOR BV00 1
EX_CLOSED BV01 2
EX_LOCKED BV02 4
EX_PICKPROOF BV03 8
EX_SECRET BV04 16
EX_SWIM BV05 32
EX_FLY BV06 64
EX_CLIMB BV07 128
EX_PORTAL BV08 256
EX_NOBREAK BV09 512
EX_NOMOB BV10 1024
EX_ENTER BV11 2048
EX_UNDERWATER BV12 4096

Item flags
Name used in code Bitvector Resulting value
OBJ_NOPICKUP BV00 1
OBJ_GLOW BV01 2
OBJ_HUM BV02 4
OBJ_ANTI_GOOD BV03 8
OBJ_ANTI_EVIL BV04 16
OBJ_LOYAL BV05 32
OBJ_NOREMOVE BV06 64
OBJ_NODROP BV07 128
OBJ_CLANOBJECT BV08 256
OBJ_HIDDEN BV09 512
OBJ_POISON BV10 1024
OBJ_MISSILE BV11 2048
OBJ_NOSAC BV12 4096
OBJ_NODECAY BV13 8192
OBJ_PROTO BV31 2147483648

Room flags
Name used in code Bitvector Resulting value
ROOM_DARK BV00 1
ROOM_DEATH BV01 2
ROOM_NOMOB BV02 4
ROOM_INDOORS BV03 8
ROOM_GOOD BV04 16
ROOM_EVIL BV05 32
ROOM_NOCAST BV06 64
ROOM_TUNNEL BV07 128
ROOM_PRIVATE BV08 256
ROOM_SAFE BV09 512
ROOM_SOLITARY BV10 1024
ROOM_NORECALL BV11 2048
ROOM_NODROPALL BV12 4096
ROOM_NOSUMMON BV13 8192
ROOM_CLANSTORE BV14 16384
ROOM_TELEPORT BV15 32768
ROOM_NOFLOOR BV16 65536
ROOM_MANAROOM BV17 131072
ROOM_NOTRADE BV18 262144
ROOM_PROTO BV31 2147483648

Player flags
Name used in code Bitvector Resulting value
PLR_NPC BV00 1
PLR_FLYCAP BV01 2
PLR_WIZINVIS BV02 4
PLR_LINKLESS BV04 16
PLR_LOADED BV05 32
PLR_DENY BV06 64
PLR_FROZEN BV07 128
PLR_SILENCED BV08 256