Eye of the Beholder itemtype.dat Format

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Edge of map!

! 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;
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