3 * Iter Vehemens ad Necem (IVAN)
4 * Copyright (C) Timo Kiviluoto
5 * Released under the GNU General
8 * See LICENSING which should be included
9 * along with this file for more details
16 * This file contains SPOILERS, which might ruin your IVAN experience
17 * totally. Also, editing anything can DESTROY GAME BALANCE or CAUSE
18 * OBSCURE BUGS if you don't know what you're doing. So from here on,
19 * proceed at your own risk!
22 /* Numerical defines for other script files */
39 #define LIGHT_GRAY 46518
40 #define DARK_GRAY 21130
43 #define TRANSPARENT_COLOR 63519
72 #define THROW_ITEM_TYPES 5
94 #define ARMS (RIGHT_ARM | LEFT_ARM)
95 #define LEGS (RIGHT_LEG | LEFT_LEG)
150 #define ARTICLE_BIT 2
152 #define INDEFINE_BIT 4
155 #define ANY_CATEGORY 2147483647
181 GOOD
, /* it will be 1 */
215 #define MARTIAL_SKILL_CATEGORIES 3
216 #define WEAPON_SKILL_CATEGORIES 11
250 EFFECT_MAGIC_MUSHROOM
,
251 EFFECT_TRAIN_PERCEPTION
,
253 EFFECT_EVIL_WONDER_STAFF_VAPOUR
,
254 EFFECT_GOOD_WONDER_STAFF_VAPOUR
,
256 EFFECT_BLACK_UNICORN_FLESH
,
257 EFFECT_GRAY_UNICORN_FLESH
,
258 EFFECT_WHITE_UNICORN_FLESH
,
259 EFFECT_TELEPORT_CONTROL
,
261 EFFECT_OMMEL_CERUMEN
,
267 EFFECT_MUSTARD_GAS_LIQUID
,
276 /* CEM = Consume End Message */
290 CEM_BLACK_UNICORN_FLESH
,
291 CEM_GRAY_UNICORN_FLESH
,
292 CEM_WHITE_UNICORN_FLESH
,
299 /* HM = Hit Message */
315 /*#define SOLID_ID 4096*/
317 SOLID_ID
= (1 << 12),
350 GOLDEN_EAGLE_FEATHER
,
402 /*#define ORGANIC_ID (4096 * 2)*/
404 ORGANIC_ID
= (2 << 12),
425 /*#define GAS_ID (4096 * 3)*/
426 //#define GAS_ID (3 << 12)
435 EVIL_WONDER_STAFF_VAPOUR
,
436 GOOD_WONDER_STAFF_VAPOUR
,
444 /*#define LIQUID_ID (4096 * 4)*/
446 LIQUID_ID
= (4 << 12),
481 /*#define FLESH_ID (4096 * 5)*/
483 FLESH_ID
= (5 << 12),
526 MAGIC_MUSHROOM_FLESH
,
529 MUTANT_HEDGEHOG_FLESH
,
541 /*#define POWDER_ID (4096 * 6)*/
543 POWDER_ID
= (6 << 12),
550 /*#define IRON_ALLOY_ID (4096 * 7)*/
552 IRON_ALLOY_ID
= (7 << 12),
574 #define ATTRIBUTES 11
575 #define BASE_ATTRIBUTES 7
602 RIGHT_GAUNTLET_INDEX
,
650 ARMOR_OF_GREAT_HEALTH
,
662 WAND_OF_POLYMORPH
= 1,
665 WAND_OF_TELEPORTATION
,
668 WAND_OF_RESURRECTION
,
669 WAND_OF_DOOR_CREATION
,
670 WAND_OF_INVISIBILITY
,
686 CLOAK_OF_INVISIBILITY
= 1,
687 CLOAK_OF_FIRE_RESISTANCE
,
688 CLOAK_OF_ELECTRICITY_RESISTANCE
,
689 CLOAK_OF_ACID_RESISTANCE
,
690 CLOAK_OF_WERE_WOLF_FUR
,
695 BOOT_OF_STRENGTH
= 1,
702 GAUNTLET_OF_STRENGTH
= 1,
703 GAUNTLET_OF_DEXTERITY
,
708 RING_OF_FIRE_RESISTANCE
= 1,
709 RING_OF_POLYMORPH_CONTROL
,
710 RING_OF_INFRA_VISION
,
711 RING_OF_TELEPORTATION
,
712 RING_OF_TELEPORT_CONTROL
,
714 RING_OF_POISON_RESISTANCE
,
715 RING_OF_INVISIBILITY
,
716 RING_OF_ELECTRICITY_RESISTANCE
,
718 RING_OF_ACID_RESISTANCE
,
724 AMULET_OF_LIFE_SAVING
= 1,
734 HELM_OF_UNDERSTANDING
,
736 HELM_OF_ATTRACTIVITY
,
737 GOROVITS_FAMILY_GAS_MASK
,
742 BELT_OF_CARRYING
= 1,
828 ZOMBIE_OF_KHAZ_ZADM
= 1,
909 /* Least significant bit defines sex */
919 APPRENTICE_NECROMANCER
= 1,
932 LIGHT_ASIAN_SIREN
= 1,
970 BRICK_PRIMITIVE_PROPAGANDA
,
999 #define SNOW_BOULDER 4
1001 #define STAIRS_UP 100
1002 #define STAIRS_DOWN 200
1003 #define OREE_LAIR_ENTRY 300
1004 #define OREE_LAIR_EXIT 400
1005 #define SUMO_ARENA_ENTRY 700
1006 #define SUMO_ARENA_EXIT 800
1007 #define KHARAZ_ARAD_ENTRY 900
1008 #define KHARAZ_ARAD_EXIT 1000
1009 #define WAYPOINT_DEEPER 1100
1010 #define WAYPOINT_SHALLOWER 1200
1011 #define FOUNTAIN 65535
1032 #define WORLD_MAP 255
1034 #define DEFAULT_TEAM 255
1037 /* Hard-coded teams */
1038 // just add your own
to enum
1044 VALPURUS_ANGEL_TEAM
,
1060 #define NOT_WALKABLE 1
1061 #define HAS_CHARACTER 2
1063 #define NOT_IN_ROOM 8
1064 #define ATTACHABLE (16|NOT_IN_ROOM) /* overrides IN_ROOM */
1065 #define HAS_NO_OTERRAIN 32
1067 // dungeon indicies
; just add your own
to enum
1080 #define KHARAZ_ARAD_SHOP 127
1081 #define UNDER_WATER_TUNNEL_EXIT 128
1084 #define ALL_DUNGEONS 32767
1086 #define VESANA_LEVEL 2
1087 #define CRYSTAL_LEVEL 3
1088 #define SPIDER_LEVEL 4
1089 #define ENNER_BEAST_LEVEL 4
1090 #define ZOMBIE_LEVEL 5
1092 #define CITY_LEVEL 6
1093 #define FUSANGA_LEVEL 7
1094 #define IVAN_LEVEL 9
1095 #define DARK_LEVEL 10
1096 #define OREE_LAIR 14
1097 #define KHARAZ_ARAD 15
1098 #define PLANT_LEVEL 16
1100 #define IVAN_LEVEL 7
1101 #define DARK_LEVEL 8
1102 #define OREE_LAIR 12
1106 #define ROUND_CORNERS 2
1129 #define MAX_PRICE 2147483647
1137 ROOM_BANANA_DROP_AREA
,
1143 #define BEAM_POLYMORPH 0
1144 #define BEAM_STRIKE 1
1145 #define BEAM_FIRE_BALL 2
1146 #define BEAM_TELEPORT 3
1147 #define BEAM_HASTE 4
1149 #define BEAM_RESURRECT 6
1150 #define BEAM_INVISIBILITY 7
1151 #define BEAM_DUPLICATE 8
1152 #define BEAM_LIGHTNING 9
1153 #define BEAM_DOOR_CREATION 10
1154 #define BEAM_ACID_RAIN 11
1155 #define BEAM_NECROMANCY 12
1157 #define BEAM_STYLES 3
1159 #define PARTICLE_BEAM 0
1160 #define LIGHTNING_BEAM 1
1161 #define SHIELD_BEAM 2
1163 #define RANDOM_COLOR 65536
1165 #define NO_LIMIT 65535
1168 #define IGNORE_BROKEN_PRICE 2
1170 #define N_LOCK_ID 1024
1171 #define S_LOCK_ID 16384
1172 #define LOCK_DELTA 1024
1174 #define BROKEN_LOCK S_LOCK_ID
1176 /* Normal lock types, which can be randomized */
1178 #define ROUND_LOCK (N_LOCK_ID + LOCK_DELTA * 1)
1179 #define SQUARE_LOCK (N_LOCK_ID + LOCK_DELTA * 2)
1180 #define TRIANGULAR_LOCK (N_LOCK_ID + LOCK_DELTA * 3)
1182 /* Special lock types, which must be generated in the script */
1184 #define HEXAGONAL_LOCK (S_LOCK_ID + LOCK_DELTA * 1)
1185 #define OCTAGONAL_LOCK (S_LOCK_ID + LOCK_DELTA * 2)
1186 #define HEART_SHAPED_LOCK (S_LOCK_ID + LOCK_DELTA * 3)
1187 #define PENTAGONAL_LOCK (S_LOCK_ID + LOCK_DELTA * 4)
1192 #define LEAFY_FOREST 4
1193 #define EVERGREEN_FOREST 5
1204 #define NOT_RUSTED 0
1205 #define SLIGHTLY_RUSTED 1
1207 #define VERY_RUSTED 3
1209 #define SKIN_COLOR 1
1211 #define HAIR_COLOR 4
1213 #define TORSO_MAIN_COLOR 16
1214 #define BELT_COLOR 32
1215 #define BOOT_COLOR 64
1216 #define TORSO_SPECIAL_COLOR 128
1217 #define ARM_MAIN_COLOR 256
1218 #define GAUNTLET_COLOR 512
1219 #define ARM_SPECIAL_COLOR 1024
1220 #define LEG_MAIN_COLOR 2048
1221 #define LEG_SPECIAL_COLOR 4096
1222 #define CLOTH_COLOR (CAP_COLOR|TORSO_MAIN_COLOR|ARM_MAIN_COLOR|GAUNTLET_COLOR|LEG_MAIN_COLOR)
1224 /* contentscript<character> Flags */
1229 #define DEPENDS_ON_ATTRIBUTES 65535
1231 #define FOLLOW_PLAYER 1
1232 #define FLEE_FROM_ENEMIES 2
1233 #define DONT_CHANGE_EQUIPMENT 4
1234 #define DONT_CONSUME_ANYTHING_VALUABLE 8
1236 #define NO_PARAMETERS 255
1238 #define GRAY_FRACTAL 0
1239 #define RED_FRACTAL 1
1240 #define GREEN_FRACTAL 2
1241 #define BLUE_FRACTAL 3
1242 #define YELLOW_FRACTAL 4
1248 /*************************/
1249 /* Common DataBase flags */
1250 /*************************/
1253 #define IS_ABSTRACT 1
1254 #define HAS_SECONDARY_MATERIAL 2
1255 #define CREATE_DIVINE_CONFIGURATIONS 4
1256 #define CAN_BE_WISHED 8
1257 #define CAN_BE_DESTROYED 16
1258 #define IS_VALUABLE 32
1259 #define CAN_BE_MIRRORED 64
1263 #define USE_ADJECTIVE_AN 2
1264 #define NO_ARTICLE 4
1266 #define SHOW_MATERIAL 16
1268 /***************************/
1269 /* Material DataBase flags */
1270 /***************************/
1273 /* NameFlags (only USE_AN) */
1278 #define CAN_BE_TAILORED 4
1279 #define IS_SPARKLING 8
1281 #define IS_GOLEM_MATERIAL 32
1282 #define IS_BEVERAGE 64
1287 #define CAN_HAVE_PARASITE 4
1288 #define USE_MATERIAL_ATTRIBUTES 8
1289 #define CAN_REGENERATE 16
1291 /* InteractionFlags */
1293 #define CAN_EXPLODE 2
1294 #define CAN_DISSOLVE 4
1295 #define AFFECT_INSIDE 8
1296 #define EFFECT_IS_GOOD 16
1297 #define IS_AFFECTED_BY_MUSTARD_GAS 32
1299 /*************************/
1300 /* End of DataBase flags */
1301 /*************************/
1303 #define BONUS_LIVES 0
1307 #define NO_MONSTER_GENERATION 1
1309 #define NO_TAMING -1
1314 #define HAS_BLOCKED 1
1315 #define HAS_DODGED 2
1317 #define DID_NO_DAMAGE 4
1318 #define HAS_FAILED 5
1321 ; /* this line must be here */