Eye of the Beholder itemtype.dat Format
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! Wikify formatting
! Add infobox
short int NumberOfItems; ItemType Items[NumberOfItems];
struct Dice { unsigned char rolls; // F.e. 4 unsigned char sides; // F.e. T6 unsigned char base; // F.e. +7 // = 4T6+7 };
struct ItemType { unsigned short invbits; // At which position in inventory it is allowed to be put. See INVENTORY_USAGE_* above. short int handbits; // In which hand it can be used char acadd; // Adds to armor class unsigned char profallowed; // Allowed for this profession. See CLASS_USAGE_* above. unsigned char handallowed; // Allowed for this hand /* Damage versus small */ Dice damageVsSmall; /* Damage versus big */ Dice damageVsBig; char unknown1; // Always 0 in EotB 1 char unknown2; // Always 0 in EotB 2 char unknown3; };
typedef enum { INVENTORY_USAGE_NONE = 0, INVENTORY_USAGE_QUIVER = 1 << 0, INVENTORY_USAGE_ARMOUR = 1 << 1, INVENTORY_USAGE_BRACERS = 1 << 2, INVENTORY_USAGE_BACKPACK = 1 << 3, INVENTORY_USAGE_BOOTS = 1 << 4, INVENTORY_USAGE_HELMET = 1 << 5, INVENTORY_USAGE_NECKLACE = 1 << 6, INVENTORY_USAGE_BELT = 1 << 7, INVENTORY_USAGE_RING = 1 << 8 } InventoryUsage;
typedef enum { CLASS_USAGE_NONE = 0, CLASS_USAGE_FIGHTER = 1 << 0, CLASS_USAGE_MAGE = 1 << 1, CLASS_USAGE_CLERIC = 1 << 2, CLASS_USAGE_THIEF = 1 << 3, } ClassUsage;