Protos.tab Fields

Discussion in 'Tech Guides and Help Threads' started by Phalzyr, Oct 19, 2003.

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  1. Phalzyr

    Phalzyr Established Member Veteran

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    This is from the dev only forum I thought I'd post it here...

    I start at column 0.

    020 Environment Flags:
    OF_CLICK_THROUGH, OF_DONTDRAW, OF_DONTLIGHT, OF_INVISIBLE, OF_INVULNERABLE, OF_NO_BLOCK, OF_NOHEIGHT, OF_OFF, OF_RANDOM_SIZE, OF_SEE_THROUGH, OF_SHOOT_THROUGH, OF_WADING, OF_WATER_WALKING

    023 Ided #: Shown in gamedir/data/mes/description.mes

    024 Size:
    size_none, size_diminutive, size_tiny, size_small, size_medium, size_large, size_huge, size_gargantuan

    027 Material:
    mat_cloth, mat_fire, mat_flesh, mat_force, mat_gas, mat_glass, mat_liquid, mat_metal, mat_paper, mat_plant, mat_powder, mat_stone, mat_wood

    034 Model

    35 = target size/reach
    This is the size/reach of the creature.(without weapon?)

    037 Locked State: (Doors)
    OPF_LOCKED or blank

    041 Locked State: (Containers)
    OCOF_LOCKED or blank

    042 Container lock DC (added by Ted, info from ToEEWB)

    043 Container key ID (added by Ted, info from ToEEWB)

    044 NPC INV:
    What the npc carries, comes from the invensource.mes file

    050 Item Flags:
    OIF_DRAW_WHEN_PARENTED, OIF_EXPIRES_AFTER_USE, OIF_IDENTIFIED, OIF_LIGHT_LARGE, OIF_IS_MAGICAL, OIF_NEEDS_SPELL, OIF_NO_DISPLAY, OIF_NO_DROP, OIF_NO_LOOT, OIF_NO_NPC_PICKUP, OIF_USES_WAND_ANIM

    051 Weight

    052 Value (Copper)

    053 Inventory Icon

    055 ?Visual Effect?

    059 Charges

    061 Equip Slot Flags:
    OIF_WEAR_2HAND_REQUIRED, OIF_WEAR_AMMO, OIF_WEAR_ARMOR, OIF_WEAR_BARDIC_ITEM, OIF_WEAR_BOOTS, OIF_WEAR_BRACERS, OIF_WEAR_BUCKLER, OIF_WEAR_CLOAK, OIF_WEAR_GLOVES, OIF_WEAR_HELMET, OIF_WEAR_LOCKPICKS, OIF_WEAR_NECKLACE, OIF_WEAR_RING, OIF_WEAR_RING_PRIMARY, OIF_WEAR_RING_PRIMARY OIF_WEAR_RING_SECONDARY, OIF_WEAR_RING_SECONDARY, OIF_WEAR_ROBES, OIF_WEAR_WEAPON_PRIMARY, OIF_WEAR_WEAPON_PRIMARY OIF_WEAR_WEAPON_SECONDARY, OIF_WEAR_WEAPON_SECONDARY,

    063 Two Handed Flag:
    OWF_DEFAULT_THROWS, OWF_MAGIC_STAFF, OWF_RANGED_WEAPON, OWF_THROWABLE, OWF_TWO_HANDED,

    064 Range

    065 Missile Type:
    arrow, ball_of_fire, bolt, bottle, bullet, club, dagger, dart, light_hammer, javelin, shortspear, shuriken, spear, throwing_axe,

    068 Critical Hit Multiplier

    069 Damage Type:
    D20DT_ACID, D20DT_BLUDGEONING, D20DT_BLUDGEONING_AND_PIERCING, D20DT_COLD, D20DT_ELECTRICITY, D20DT_FIRE, D20DT_FORCE, D20DT_NEGATIVE_ENERGY, D20DT_PIERCING, D20DT_PIERCING_AND_SLASHING, D20DT_POISON, D20DT_POSITIVE_ENERGY, D20DT_SLASHING, D20DT_SONIC, D20DT_SUBDUAL

    070 Damage: Dice value example: 1d8

    072 Weapon Class:
    Bastard_sword, battleaxe, club, Dagger, dart, Dwarven_waraxe, Falchion, glaive, gnome_hooked_hammer, Greataxe, greatclub, Greatsword, guisarme, halfling_siangham, Handaxe, heavy_crossbow, heavy_flail, Heavy_mace, Heavy_pick, javelin, kukri, light_crossbow, light_hammer, Light_mace, longbow, Longsword, Morningstar, orc_double_axe, quarterstaff, ranseur, Rapier, Scimitar, Scythe, shortbow, shortspear, short_sword, shuriken, sling, spear, spike_chain, Warhammer

    073 Critical Hit Threat Range

    075 Stack Size

    076 Ammo Type:
    arrow, bolt, bullet

    079 Max Dex

    080 Spell Failure %

    081 Skill Check Penalty

    082 Armor Feat Req.:
    ARMOR_TYPE_LIGHT, ARMOR_TYPE_MEDIUM, ARMOR_TYPE_HEAVY, ARMOR_TYPE_SHIELD

    083 Helm Type:
    HELM_TYPE_SMALL, HELM_TYPE_MEDIUM, HELM_TYPE_LARGE

    086 Coin Type:
    Copper, Silver, Gold, Platinum

    094 Bag Of Holding Flags:
    OBF_HOLDING, OBF_HOLDING_500, OBF_HOLDING_1000

    099 NPC Flags:
    OCF_AIR, OCF_ANIMAL, OCF_EARTH, OCF_FIRE, OCF_MONSTER, OCF_MUTE, OCF_NO_FLEE, OCF_NO_FLEE OCF_MUTE, OCF_NO_FLEE OCF_MUTE OCF_UNDEAD, OCF_PLANT, OCF_UNDEAD, OCF_UNRESSURECTABLE, OCF_UNREVIVIFIABLE, OCF_WATER

    101 Strength

    102 Dexterity

    103 Constitution

    104 Intelligence

    105 Wisdom

    106 Charisma

    108 Race:
    race_dwarf, race_elf, race_gnome, race_halfelf, race_halforc, race_halfling, race_human

    109 Gender:
    female, male

    113 Alignment:
    align_lawful_good, align_neutral_good, align_chaotic_good, align_lawful_neutral, align_true_neutral, align_chaotic_neutral, align_lawful_evil, align_neutral_evil, align_chaotic_evil

    114 God:
    Beory, Boccob, Corellon Larethian, Ehlonna, Erythnul, Fharlanghn, Garl Glittergold, Gruumsh, Heironeous, Hextor, Iuz, Kord, Lolth, Moradin, Nerull, Norebo, Obad Hai, Old Faith, Olidammara, Pelor, Procan, Pyremius, Ralishaz, St. Cuthbert, Vecna, Wee Jas, Yondalla, Zuggtmoy

    115 - 116 Domain:
    ANIMAL, CHAOS, DESTRUCTION, EVIL, GOOD, HEALING, LAW, LUCK, MAGIC, PROTECTION, STRENGTH, WAR

    117 - ?Auto Cast Type?:
    Negative, Positive, or blank

    123 = pic # from portraits.mes

    132 - 147 ?# of Attacks?/Damage/Damage Type/?to hit?:
    (damage example 1d8+8) Bite, Claw, Gore, Rake, Slam, Slap, Sting

    148 Hair Color:
    Black, Blonde, Blue, Brown, Light Brown, Pink, Red, White

    149 Hair Type:
    Bald (m), Braids (f), Longhair (m/f), Medium (m), Mullet (m), Pigtails (f), Ponytail (m/f), Ponytail2 (f), Shorthair (m/f), Topknot (m/f), Mohawk (m/f)

    152 NPC Flags:
    ONF_USE_ALERTPOINTS, ONF_ALOOF, ONF_BOSS_MONSTER, ONF_EXTRAPLANAR, ONF_KOS, ONF_LOGBOOK_IGNORES, ONF_NO_ATTACK, ONF_NO_EQUIP, ONF_WANDERS, ONF_WANDERS_IN_DARK

    157 CR/EXP:
    The CR Rating of a creature, max 20 but can be a fraction. IE 1/2, 1/3, 1/4

    162 = HP dice

    163 Creature Type:
    mc_type_aberration, mc_type_animal, mc_type_beast, mc_type_construct, mc_type_dragon, mc_type_elemental, mc_type_giant, mc_type_humanoid, mc_type_magical_beast, mc_type_monstrous_humanoid, mc_type_ooze, mc_type_outsider, mc_type_plant, mc_type_shapechanger, mc_type_undead, mc_type_vermin

    164 Subtype:
    mc_subtype_air, mc_subtype_aquatic, mc_subtype_chaotic, mc_subtype_demon, mc_subtype_dwarf, mc_subtype_earth, mc_subtype_elf, mc_subtype_evil, mc_subtype_fire, mc_subtype_gnoll, mc_subtype_gnome, mc_subtype_goblinoid, mc_subtype_good, mc_subtype_half_orc, mc_subtype_halfling, mc_subtype_human, mc_subtype_incorporeal, mc_subtype_lawful, mc_subtype_orc, mc_subtype_reptilian, mc_subtype_water

    165 Share Amount:
    half_share_money_only or blank for full

    168 - 200 Bonus Type/Param1/Param2:
    Amulet of Mighty Fists, Amulet of Natural Armor, Armor Bonus, Armor Enhancement Bonus, Armor Masterwork, Armor Spell Resistance, Attribute Enhancement Bonus(attribute,#), Bardic Instrument, Boots of speed, Bracers of Archery, Buckler, Charisma Competence Bonus, Composite Bow, Crossbow, Dagger of Venom, Damage Bonus, Deflection Bonus, Elemental Gem, Elemental Resistance(element,#), Elemental Resistance per round(element,#), Familiar Hp Bonus, Familiar Skill Bonus(skill,#), Familiar Save Bonus(type,#), Fragarach, Golden Skull, Holy Water, Item Particle System(ef-Balor Sword, ef-Flaming Axe), Jaer's Spheres of Fire, Keoghtom's ointment, Monster Bonus Damage, Monster Carrion Crawler, Monster Confusion Immunity, Monster DR All, Monster DR Bludgeoning, Monster DR Cold, Monster DR Cold-Holy, Monster DR Holy, Monster DR Magic, Monster DR Silver, Monster DR Slashing, Monster Energy Immunity(type), Monster Energy Resistance(type,#), Monster Fast Healing, Monster Fire Bats, Monster Hooting Fungi, Monster Incorporeal, Monster Juggernaut, Monster Melee Disease, Monster Melee Paralysis No Elf, Monster Melee Poison, Monster Ooze Split, Monster Plant, Monster Poison Immunity, Monster Regeneration 5(not heal elements), Monster Salamander, Monster Smiting, Monster Special Fade Out, Monster Spell Resistance, Monster Spider, Monster Stable, Monster Stirge, Monster Subdual Immunity, Monster Untripable, Necklace of Detection, Normal Projectile Particles, Proof Against Poison, Ring of Animal Summoning, Ring of Change, Ring of freedom of movement, Ring of Invisibility
    Rod of Smiting(25), Saving Throw Resistance Bonus(type,#), Shield Bonus, Shield Enhancement Bonus, Staff of Striking(25), Skill Circumstance Bonus(skill,#), Sword of Life Stealing, Thieves Tools, Thieves Tools Masterwork, To Hit Bonus, Weapon Chaotic, Weapon Defending Bonus, Weapon Enhancement Bonus, Weapon Flame Tongue, Weapon Flaming, Weapon Frost, Weapon Holy, Weapon Icy Burst, Weapon Keen, Weapon Lawful, Weapon Masterwork, Weapon Silver, Weapon Unholy, Useable Item X Times Per Day(0,1), UseableItem, UseableMagicStaff

    228 - 237 Class/Level:
    Barbarian, Bard, Cleric, Druid, Fighter, Monk, Ranger, Rogue, Sorcerer, Wizard

    238 - 257 Skill/Level:
    Bluff, Climb, Concentration, Craft, Diplomacy, Disable Device, Escape Artist, Gather Information, Heal, Hide, Intimidate, Intuit Direction, Jump, Listen, Knowledge (Arcana), Move Silently, Open Lock, Search, Sense Motive, Spellcraft, Sleight of Hand, Spot, Survival, Swim, Tumble, Use Magic Device

    258 - 267 Feat: (Removed feat list do to char limitation)

    269 san_use: Value (# 0 0 0 0) The # corresponds to a numbered script file in the data\scr directory.

    277 san_dialog: Value (# 0 0 0 0)
    Used when you try to initiate dialog

    278 san_first_heartbeat: Value (# 0 0 0 0)

    280 san_dying: Value (# 0 0 0 0)

    281 san_enter_combat: Value (# 0 0 0 0)

    282 san_exit_combat: Value (# 0 0 0 0)

    283 san_start_combat: Value (# 0 0 0 0)

    284 san_end_combat: Value (# 0 0 0 0)

    286 san_resurrect: Value (# 0 0 0 0)

    287 san_heartbeat: Value (# 0 0 0 0)

    289 san_insert_item: Value (# 0 0 0 0)

    290 san_will_kos: Value (# 0 0 0 0)

    296 san_remove_item: Value (# 0 0 0 0)

    301 san_caught_thief: Value (# 0 0 0 0)

    304 san_new_map: Value (# 0 0 0 0)

    305 san_disband: Value (# 0 0 0 0)

    306 san_join: Value (# 0 0 0 0)

    307 san_trap: Value (# # 0 0 0)

    308 san_true_seeing: Value (# 0 0 0 0)

    309 san_spell_cast: Value (# 0 0 0 0)

    310 san_unlock_attempt: Value (# 0 0 0 0)

    312 - 331 Spell (Some Examples):
    'Fireball' class_sorcerer 5, 'Raise Dead' class_cleric 5, 'Obscuring Mist' class_druid 1, 'Shield' class_sorcerer 3

    332 Name

    333 Strategy: # values taken from data/strategy.tab (TOEE3.dat)
     
    Last edited by a moderator: Jul 21, 2006
  2. FredSRichardson

    FredSRichardson Established Member

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    I'm sorry if it's bad form for me to add to this thread, but there is one more field I just discovered:

    333 Strategy: # values taken from data/strategy.tab (TOEE3.dat)
    Default, Sniper, Flanker, Mage-Sniper, Defender, Berzerker, Opportunist, Tripper, Wizard 5th level, Spellcaster Test, Cleric 5th level, Coup De Grace, Wizard 10th level, Lamia, Falrinth, Lareth, Senshock, Hedrack, Fireball, Minotaur, Balor, Vrock, Hezrou, Glabrezu, Zuttgmoy, Leucrotta, Juggernaut, Salamander, Phycomid, Ustilagor, Basidirond, Monster Dispel Magic, Frog, Zuttgmoy Simple, Umberhulk
     
  3. sir_toejam

    sir_toejam Member

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    been using your editor for a couple weeks now Phalzyr: mucas gracias! I thought it might be cool to add the field descriptor list to the help section of your proggy?

    cheers
     
  4. Phalzyr

    Phalzyr Established Member Veteran

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    You mean the above list? all accept 333 should be there but not in the help area. Their is a listbox for headers from it you can choose armor, etc and it labels the appropriate columns and if you don't have never hide turned on it'll even remove un-needed columns for that object type :)
     
  5. Heavydan85

    Heavydan85 Drinking Champion

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    What does column 30 in the protos.tab do?
     
  6. Cujo

    Cujo Mad Hatter Veteran

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    I don't know, I think I asked before, just take a guess
     
  7. Shiningted

    Shiningted I want my goat back Administrator

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    I've searched for it myself on these threads, don't know...
     
  8. dulcaoin

    dulcaoin Established Member Veteran

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    you want column 30 counting from 0 or counting from 1?

    -- dulc
     
  9. Heavydan85

    Heavydan85 Drinking Champion

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    The one labled Column 30. I gues starting with type of object as column one then starting from 1.
     
  10. dulcaoin

    dulcaoin Established Member Veteran

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    It sounds like you're referring to obj_f_category, which links to /data/oemes/category.mes

    see if that makes sense

    Alternatively, you could be at obj_f_rotation; if you're not counting from 0 (0 is the object ID, 1 is the type, etc.)

    -- dulc
     
  11. Shiningted

    Shiningted I want my goat back Administrator

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    Thanks D... rotation eh? thats intersting.

    I doubt it is category, it differs considerably for different NPCs.
     
  12. Cujo

    Cujo Mad Hatter Veteran

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    is there a field that can change the length/width of a model but not the height?
     
  13. Sokaijin

    Sokaijin Established Member

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    What are col's 42 & 43 for? They're used by some containers, at least, don't know about other obj.'s but probably are.

    EDIT: I just looked it up and here's a list of 'chests' where either/both col's (42/43) are used. There are only entries for these.

    Treasure Chest
    All "named" chests (i.e. Jaroo's Chest, Rentch's Chest etc...)
    Ettin's Chest
    Spore Chest
    Ghoul's/Ghast's/minotaur's/Banshee's Chests
    Crayfish Loot
    Ivory Chest
    Fire Temple Chest

    Hope this gives some clue as to these column's functions.
     
    Last edited: Jul 21, 2006
  14. Shiningted

    Shiningted I want my goat back Administrator

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    ProtoEd is still my personal weapon of choice, but be aware ToEEWB also can handle proto-fiddling, and it labels every column correctly (albeit counting from 0 instaed of 1, so it is one out compared to ProtoEd). It is also far more stable than ProtoEd. So if u have any doubts, check in ToEEWB / Prototypes. Here you will find '42' is lock DC and '43' is key ID.

    Feel free to up the DCs by the way, they are far too low as it is. Anyone who doesn't like it can get rundored.
     
  15. Sokaijin

    Sokaijin Established Member

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    Those Dc's are going thru the roof once I get the smashing thing going. That will give me a reason to ruin all those potions and magic items. Thanks, once again the answer was at my fingertips, and I didn't even think of looking at 'em. Eww, i really should wash my hands once in a while.
     
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