====== Item Properties ====== ===== General ===== Magical properties are applied as temporary effects when item is equipped or applied by the onhit scripts. Variables on items: ^Name^Type^Needed when?^Set to^ |Price|int|Allways|The item price in copper pieces. The [[players:item_list]] contains the basic item prices| |Base|int|Allways|The basic item type. Taken from the # field in the [[players:item_list]]| |Prop|int|If magic/special powers|The item power string from later in this page| |Heat|int|If clothes|Set how protective the clothes are, read the notes in the itemlist for the given itemtype| |Quality|int|if nonstandard quality|Sets the approapriate status level to use the item. See itemlist for details| |TotalWeight|int|If nonstandard weight|The game will make the item to weight exactly this much in tenths of pounds.| |SpecDesc|string|if you want skillroll to get more info|The text the PC will get on success| |SpecialDC|int|if you use SpecDesc|The DC difficulty to get the intormation| |SpecialExamine|int|if you use SpecDesc|The skill number to be usedin the examine| |DR|int|high quality armors|bonus base armor DR for high quality armor items| |Bonustype|Int|Overrides the default skillbonus for the item if high quality(is skill number or -1-attribute number)| ===== Basic materials ===== Basic materials are as below:\\ ^ Material ^ Price ^Wt ^DC ^mod^min price/lb^notes^ | Wood | *.1|*0.8| -5| -4| | | | Bone | *.15| | | -3| | | | Copper | *.25| | -5| -2|1 sp | | | Bronze | *.5| | -2| -1|1 gp | | | Iron | | | | +0|1 gp | | | Low steel | *5| | +5| +1|10 gp | | | High steel | *25| |+10| +2|100 gp | | | Admantine | *250|*0.8|+20| +3|1 000 gp |tough | | Mithril | *2 500| *.6|+30| +4|10 000 gp |Very magic conducting | | Laen | *25 000| *.4|+40| +5|50 000 gp |makes sharp weapons | | Eog | *250 000| *.2|+50| +6|100 000 gp |Anti-magic | Price: the base price is modified by this multiple.\\ wt: weight modifier\\ mod: the bonus or penalty from item type\\ DC: the difficulty level modifier for crafting skill to use this type of material\\ min price/lb: the minimum price / pound of the given material. Note that this only affects the parts of the items made of this material. \\ A masterwork item of any of those is +1 more to hit and .2 weight less, they cost twice the normal price. Enchanted items require the enchanter to start with masterwork item. ===== Clothing ===== All clothing (clothes, armor, helmets, hats, gloves, shoes, boots, cloaks and so on) are considered average thickness unless a integer variable "Heat" is set. Suggested Heat variable levels ^ Variable ^ Examples ^ | -2 | Desert Robes | | -1 | Swim wear, t-shirt+shorts, summer hat, underwear, sandals | | 0 | Normal clothes, helmets, hats and so on | | 1 | Full open/metal armors, allmost full armors, Boots, winter cloaks, heavy winter clothes, Mittens | | 2 | Full closed leather armors | ===== Magic items Basic ===== Availability of magic items is very low, normally no shops have any magic items and very few creatures have those too. (see [[loot system]] and [[enemy strengths]]) ===== Item properties ===== Each magic or nonmagic item that has properties has noitem properties, but as string variable "Prop" on the item. The first character of the string indicates the type of item: ^ char ^ type ^ | ! | Arcane magic | | # | Divine magic | | % | Material | | $ | Craftmanship | | = | Natural product | | @ | Ooc item | The variable is a comma separated list of properties.\\ When examining, equipping or unequipping the item the list is checked for matching entries.\\ Each part consists of a First letter indicating type of action when do what.\\ ==== Action when ==== The letter is one of following: ^ First Letter^action ^ When Triggered ^ | **E** | Equip | On equipping the item | | **U** | Unequip | On unequipping the item | | **X** | eXamine | When someone examines the item | | **G** | Get | When someone gets the item | | **L** | Loose | When the item is lost | | **P** | Power | Triggers when unique power is used | | **O** | On-hit | Triggers when one hits with the object(weapon) or is hit(armor/shield)\\ Must be first ones in the list | | **R** | Rest Start | Happens on trying to rest | | **C** | Complete rest | Happen on succefully completed rest | | **S** | Spawn | When the item is created on the ground or in to the placeable (shops for example). | **Note**: Any properties are on aquire, unaquire, equip and unequip, but equip and unequip always automatically run aquire too. \\ **Note**: The processing of onhit properties starts with first one and ends when a non-onhit property is found to save time. Thus onhit properties must be first ones in the list. \\ **Note**: Beginning of rest also fires unequips, end of rest also fires equips. FIXME not implemented. \\ ==== What action ==== Action can be many things. The action is indicated by second letter of the part. A preliminary list: ^ Second Letter^Action ^Actions^Explanation ^ | **E** * |Equip |UXGLP |Forces an equip of the item(used for cursed items) | | **D** * |Damage |EUXGLPO |Does Damage to the target See "damage" below | | **N** * |NoDrop |EUXGLP |Unable to drop the item | | **B** * |Bonus |EUXGLP |Gives the creature some sort of bonus see "bonus" below | | **F** * |Feat |EG |Gives a feat while equiped/carried see "feat" below | | **S** * |Spell |EUXGLP |Adds spell cast property a spell see "spell cast" below | | **A** |Action |EUXGLP |Does a list of actions see "action" below | | **V** * |Visual Effect |EUXGLPO |Does a Visual Effect | | **L** * |Light |EGP |Adds light see "light" below | | **G** |Glow |EGP |Adds item glow see "glow" below | | **C** |Cast diff |E |Modifies the arcane/divine casting difficulty | | **U** * |Unique |EUXGLPO |Power does a unique power activity | | **X** |Effect |EUXGLPO |creates effect on PC/target see "effect" below | | **I** |Intelligent |EUXGLPO |uses conversation file to say things | | **T** * |Trap |G |Creates trap property | | **P** |Penalty |EUXGLP |Gives the creature some sort of penalty see "penalty" below | *) done allready ==== "D" Damage ==== The action "D" or damage rest of entry definint type of damage and ammount. The third letter is the damage type: ^ Third Letter^Type ^ | **F** | Fire | | **C** | Cold | | **W** | Water | | **E** | Earth | | **L** | Life | | **U** | Unlife | | **S** | Slash | | **P** | Pierce | | **B** | Bludgeon | | **M** | Magic | | **D** | Divine | After that comes the string:\\ "(#1)D(#2)+(#3)" or "(#1)D(#2)" or "(#3)" with (#1),(#2) and (#3) being numbers. Will then roll #1 number of #2 sided dice and add #3 The dice available are: d4,d6,d8,d10,d12,d20,d100 thus: "2d6+2" would roll 2 6 sided dice and add 2 to result. "3" would cause 3 damage "30d4" would roll 30 4 sided dice. ==== "V" Visual Effect ==== The rest of the string part is: "(Visual effect number)!(Duration)". or "(Visual effect name)!(Duration)" Numbers use nwn1 style effect numbers, name is for nwn2 style effect flags. For permanent effect duration should be "P" for Instant "I" for temporary a floating point number. "onhit" and "power" apply the effect to target, other uses to the user/equiper. thus with NWN numbers: "19!I" Fires the dispell visual effect. and "321!34.4" causes pixie dust visual effect for 34.4 seconds ==== "L" Light ==== The rest of the string part is: "(Light intensity)!(Light color)!(Duration)". For permanent effect duration should be "P" for temporary a floating point number. the object will shine with light of intensity 1-4 with the following colors: ^ Color ^Number ^ | BLUE | 0| | YELLOW | 1| | PURPLE | 2| | RED | 3| | GREEN | 4| | ORANGE | 5| | WHITE | 6| ==== "N" No drop ==== Makes the item undroppable. The rest of the string part is: "(Type)!(Level)". Level is the level against what to try the removal. The base probability is 50% for own level and +/-5% for each level difference. Type is: ^Type letter ^Effect ^Description ^ | **C** |Curse |Removed by remove curse on successfull roll | | **M** |Magic |Removed with dispells on successfull roll | | **Q** |Quest |Only removable by scripting/DM | | **U** |Unholy |Removed by holy water, level is charges of minor needed | | **H** |Holy |Removed by unholy water, level is charges of minor needed | If you have multiple No drop properties, they are considered to be OR:ed, that is any one of the valid removal methods given will work. Thus an item with magic and curse no drop effects can be removed after successfull dispell or remove curse. ==== "E" Equip ==== Automatically equips the item in right slot when given action occurs. Weapons are equipped in right hand and rings in right hand unless free left hand slot only. ==== "F" Feat ==== Adds the feat given as feat number pf IP_CONST_FEAT_* as rest of string. ==== "S" Spell ==== Add Cast spell property to the item. format S(type)(number) where the number is the number of the spell and the type is one of below: ^ type ^ effect ^ | S | single use | | U | unlimited uses | | C# | uses # charges (1-5)/use | | R# | castable # times (1-5)/rest | some typical spell values: ^ number ^ spell ^ | 329 | unique power | | 335 | unique power self only | | 359 | activate | | 537 | activate touch | | 513 | activate long range | you can check the rest from iprp_spells.2da ==== "U" Unique Power ==== Unique powers scripted in the module. Use ; between parameters. Examples: \\ "=GSS335,PUEAT;1" (unique power on use of "unique power self only": eat with bonus 1). \\ "!GSU335,PUHERB;1" (unique power on use of "unique power self only": use herb number 1). \\ === List of current generic unique powers === # is a number parameter. \\ $ is a string parameter. \\ ^ Power ^ Description of parameters ^ | EAT;# | modifier to how good it is (+/- 3 max) | | DRINK;# | modifier to how good it is (+/- 3 max) | | CONVO;$ | conversation file to open. | | QUEST;$;# | quest $, check state #. Add +1 to quest state if check ok | | HERB;# | Herb number. | | HEAL;# | Heal the target. give bonus # to heal attempt | | SHOVEL | Do dig in ground action see below for more info | | ANIM;$ | $ is the animation string see [[build:ambient|ambient]] animations | | SUMMON;$;# | Summon as summoned the creature with resref $ #duration in seconds | | PERFUME;# | level of perfume 1-9 | | SPELLT;#;#2 | cast spell # at level #2 on target | | SPELLL;#;#2 | cast spell # at level #2 on target location | | CREATEP;$ | create placeable with the resref $ at targetlocation | | CREATEI;$;# | create Item with the resref $ in the inventory of the user # is the number to create| | CREATEC;$ | create creature with resref $ at targetlocation | | GRAPPLINGHOOK | Throw grappling hook | | SCRIPTHOOK;$,$,# | Call script hook (first parameter) with given string and int parameters given) | | FISH | does fishingpole action | === Specific Unique powers === SHOVEL you need to specify what action is done at a location or waypoint by making a script that will fire. In the area properties of the area place strings "shovel#" statring with "shovel1" pointing to the scripts to run. For each either place a corresponding placeable or waypoint and put the tag of it as "shovelwp#" string variable in the area. Alternatively you can set the location variable "shovelloc#" to spcify the location. When a player uses the shovel within 5 meters of the location the script is fired. ==== "B" Bonus ==== Add a item bonus the bonus is indicated by second letter ^ 2nd char ^ Bonus type ^ Parameters ^ | **D** | Defensive | # AC bonus of item | | **A** | Attack | # Attack bonus of item | | **E** | Enchantment | # Enchantment bonus of item | | **S** | Skill | #;# Skill to give bonus;Bonus value | | **T** | Attribute | #;# Attribute to give bonus;Bonus value | | **M** | Mighty | # The ammount of Mighty bonus for the bow | | **C** | Container weight | # The ammount to reduce the container contents by*20% | ==== "T" Trap ==== Next two numbers are trap strength and trap type: ^ Second Char ^ Trap Strength ^ | 0 | Minor | | 1 | Average | | 2 | Strong | | 3 | Deadly | | 4 | Epic | ^ Rest ^ Trap type | | 1 | Spike | | 2 | Holy | | 3 | Tangle | | 4 | Blob of Acid | | 5 | Fire | | 6 | Electrical | | 7 | Gas | | 8 | Frost | | 9 | Acid Splash | | 10 | Sonic | | 11 | Negative | ==== "P" Penalty ==== Add a item penalty the penalty is indicated by second letter ^ 2nd char ^ Penalty type ^ Parameters ^ | **N** | No base damage | |