4.8 KiB
Level SmallStuff Table (Class 8)
L18 is a table describing general small stuff.
Level SmallStuff Entry (16 bytes)
0000 [6]byte Level object prefix
0006 [10]byte SmallStuff data
Junk 8/0/x
Papers 8/0/2
Paper (10 bytes)
0000 [2]byte Unused
0002 int16 Paper ID
0004 [6]byte Unused
The Paper ID refers to a paper text entry and is the offset from resource ID 0x003C.
The referred text entries have multiple blocks and the engine simply concatenates all these strings to one text.
Briefcases 8/0/7
Briefcase (10 bytes)
0000 [2]byte Unused
0002 [4]int16 Object index
Broken Stuff 8/1/x
Nothing special.
Dead Bodies 8/2/x
Corpses 8/2/0 - 8/2/7
Corpse (10 bytes)
0000 byte Treasure type
0001 byte Unused
0002 [4]int16 Object index
The four Object index values determine the corpse's loot. More random loot can be added to empty slots based on the Treasure type.
Treasure Type Enumeration (1 byte)
0xF5 No treasure
0xF6 Humanoid
0xF7 Drone
0xF8 Assassin
0xF9 Warrior cyborg
0xFA Flier bot
0xFB Security 1 bot
0xFC Exec bot
0xFD Cyborg enforcer
0xFE Security 2 bot
0xFF Elite cyborg
0x00 Standard corpse
0x01 Loot-oriented corpse
0x02 Repairbot
0x03 Serv-bot
The treasure type values for corpses are the same as for critter properties, except offset by 11.
Severed Heads 8/2/13, 8/2/14
Severed Head (10 bytes)
0000 [2]byte Unused
0002 byte Image index
0003 [7]byte Unused
If Image index is zero, the generic mutilated head is shown. Otherwise, it is the index for a picture of a person, using that of e-mails.
Consumables 8/3/x
Nothing special.
Access Cards 8/4/x
Access Card (10 bytes)
0000 int16 Unknown
0002 sint32 Access mask
0006 [4]byte Unused
All access cards work the same way: When consumed, they add the given Access mask to the current priviledges and give a message whether and which new access was gained.
Access mask (sint32)
0x00000001 "None" - This priviledge is none and will not be added. Should not be used.
0x000000FE Various generic priviledges
0x00FFFF00 Used for "group" priviledges; Typically used with 8/4/10 (Group access card)
0x7F000000 Personal priviledges; 0x01: D'Arcy, 0x10: Diego
8/4/11 items (Personal access cards) have a special handling if personal priviledges are set; When identifying the object, the name of the person is appended to the title.
8/4/0 (Current access levels) works like any other access card, though it doesn't have a proper icon (only an 'X'). In the game it is used only on level 1 for a few cases, purpose unknown.
Cyberspace Items 8/5/x
Integrity Restorative 8/5/1
Integrity Restorative (10 bytes)
0000 [2]byte Unused
0002 byte Restoration amount
0003 [7]byte Unused
Per default (Restoration amount = 0), the item restores about 3/4 of integrity.
Security Defense Mine 8/5/2
Security Defense Mine (10 bytes)
0000 [2]byte Unused
0002 byte Damage amount
0003 [7]byte Unused
Per default (Damage amount = 0), the item removes little amount (about one chevron).
Security ID Module 8/5/3
Security ID Module (10 bytes)
0000 int16 Unknown
0002 sint32 Access mask
0006 [4]byte Unused
Works like access cards - see above.
Cyber Info Nodes 8/5/6, 8/5/8
Cyber Info Node (10 bytes)
0000 [2]byte Unused
0002 int16 Text index
0004 [6]byte Unused
For 8/5/6 (information nodes), the text index is for text resource 0x0878.
For 8/5/8 (data fragments), the text index is for text resource 0x087A.
Cyberspace Barricades 8/5/9
Cyberspace Barricade (10 bytes)
0000 [2]byte Unused
0002 byte Size. Bits 0-3: X, bits 4-7: Y
0003 byte Height. 0 is default, level height units otherwise.
0004 [2]byte Unused
0006 byte Colour
0007 [3]byte Unused
Layout and properties are the same as for force bridges (7/7/7).
Cyberspace Decoys 8/5/10
Cyberspace Decoy (10 bytes)
0000 [2]byte Unused
0002 int16 Destroy object index
0004 [6]byte Unused
Normally, these cannot be destroyed in cyberspace. However, if placed in a map and made vulnerable to damage, decoys can be made to destroy another object when destroyed.
Wear and Tear Stuff 8/6/x
Nothing special.
Quest Items 8/7/x
Nothing special.