187 lines
4.8 KiB
Markdown
187 lines
4.8 KiB
Markdown
## Level SmallStuff Table (Class 8)
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```L18``` is a table describing general small stuff.
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**Level SmallStuff Entry** (16 bytes)
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0000 [6]byte Level object prefix
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0006 [10]byte SmallStuff data
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### Junk 8/0/x
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#### Papers 8/0/2
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**Paper** (10 bytes)
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0000 [2]byte Unused
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0002 int16 Paper ID
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0004 [6]byte Unused
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The ```Paper ID``` refers to a paper text entry and is the offset from resource ID ```0x003C```.
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The referred text entries have multiple blocks and the engine simply concatenates all these strings to one text.
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#### Briefcases 8/0/7
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**Briefcase** (10 bytes)
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0000 [2]byte Unused
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0002 [4]int16 Object index
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### Broken Stuff 8/1/x
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Nothing special.
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### Dead Bodies 8/2/x
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#### Corpses 8/2/0 - 8/2/7
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**Corpse** (10 bytes)
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0000 byte Treasure type
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0001 byte Unused
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0002 [4]int16 Object index
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The four ```Object index``` values determine the corpse's loot. More random loot can be added to empty slots based on the ```Treasure type```.
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**Treasure Type Enumeration** (1 byte)
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0xF5 No treasure
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0xF6 Humanoid
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0xF7 Drone
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0xF8 Assassin
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0xF9 Warrior cyborg
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0xFA Flier bot
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0xFB Security 1 bot
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0xFC Exec bot
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0xFD Cyborg enforcer
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0xFE Security 2 bot
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0xFF Elite cyborg
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0x00 Standard corpse
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0x01 Loot-oriented corpse
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0x02 Repairbot
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0x03 Serv-bot
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> The treasure type values for corpses are the same as for [critter properties](../14_Critter/critterProperties.md), except offset by 11.
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#### Severed Heads 8/2/13, 8/2/14
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**Severed Head** (10 bytes)
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0000 [2]byte Unused
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0002 byte Image index
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0003 [7]byte Unused
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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.
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### Consumables 8/3/x
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Nothing special.
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### Access Cards 8/4/x
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**Access Card** (10 bytes)
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0000 int16 Unknown
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0002 sint32 Access mask
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0006 [4]byte Unused
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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.
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**Access mask** (sint32)
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0x00000001 "None" - This priviledge is none and will not be added. Should not be used.
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0x000000FE Various generic priviledges
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0x00FFFF00 Used for "group" priviledges; Typically used with 8/4/10 (Group access card)
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0x7F000000 Personal priviledges; 0x01: D'Arcy, 0x10: Diego
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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.
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> 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.
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### Cyberspace Items 8/5/x
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#### Integrity Restorative 8/5/1
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**Integrity Restorative** (10 bytes)
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0000 [2]byte Unused
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0002 byte Restoration amount
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0003 [7]byte Unused
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Per default (```Restoration amount``` = 0), the item restores about 3/4 of integrity.
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#### Security Defense Mine 8/5/2
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**Security Defense Mine** (10 bytes)
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0000 [2]byte Unused
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0002 byte Damage amount
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0003 [7]byte Unused
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Per default (```Damage amount``` = 0), the item removes little amount (about one chevron).
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#### Security ID Module 8/5/3
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**Security ID Module** (10 bytes)
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0000 int16 Unknown
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0002 sint32 Access mask
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0006 [4]byte Unused
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Works like access cards - see above.
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#### Cyber Info Nodes 8/5/6, 8/5/8
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**Cyber Info Node** (10 bytes)
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0000 [2]byte Unused
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0002 int16 Text index
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0004 [6]byte Unused
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For 8/5/6 (information nodes), the text index is for text resource ```0x0878```.
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For 8/5/8 (data fragments), the text index is for text resource ```0x087A```.
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#### Cyberspace Barricades 8/5/9
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**Cyberspace Barricade** (10 bytes)
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0000 [2]byte Unused
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0002 byte Size. Bits 0-3: X, bits 4-7: Y
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0003 byte Height. 0 is default, level height units otherwise.
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0004 [2]byte Unused
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0006 byte Colour
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0007 [3]byte Unused
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Layout and properties are the same as for force bridges (7/7/7).
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#### Cyberspace Decoys 8/5/10
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**Cyberspace Decoy** (10 bytes)
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0000 [2]byte Unused
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0002 int16 Destroy object index
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0004 [6]byte Unused
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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.
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### Wear and Tear Stuff 8/6/x
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Nothing special.
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### Quest Items 8/7/x
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Nothing special.
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