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;