Value[4]: Weapon Type. Weapon is one of:
ITEM_DRINKCON (17)
Value[0]: Maximum drink-units the drink-container can contain. -1 is infinite.
Value[1]: Number of drink-units that are left in the container. -1 is infinite.
Value[2]: The type of liquid in the drink-container, one of:
(Note that 16 is what you use to create a fountain)
--Type-- --Number-- --Effect--
Drunkenness Fullness Thirst
LIQ_WATER 0 0 1 10
LIQ_BEER 1 3 2 5
LIQ_WINE 2 5 2 5
LIQ_ALE 3 2 2 5
LIQ_DARKALE 4 1 2 5
LIQ_WHISKY 5 6 1 4
LIQ_LEMONADE 6 0 1 8
LIQ_FIREBRT 7 10 0 0
LIQ_LOCALSPC 8 3 3 3
LIQ_SLIME 9 0 4 -8
LIQ_MILK 10 0 3 6
LIQ_TEA 11 0 1 6
LIQ_COFFE 12 0 1 6
LIQ_BLOOD 13 0 2 -1
LIQ_SALTWATER 14 0 1 -2
LIQ_COKE 15 0 1 5
LIQ_FOUNTAIN 16 0 ALL ALL
LIQ_HOLYWATER 17 0 1 1
LIQ_MISO 18
LIQ_MINESTRONE 19 0 3 2
LIQ_DUTCH 20 0 4 1
LIQ_SHARK 21 0 5 1
LIQ_BIRD 22 0 3 2
LIQ_CHAMPAGNE 23 5 1 3
LIQ_PEPSI 24 0 1 5
LIQ_UNHOLYWATER25 0 1 2
LIQ_SAKE 26
LIQ_CURE 27 (pending implementation)
The above values for drunkenness/fullness/thirst are used per
four "units" drunk. The values are expressed in HOURS!
Example:
Dragon empties a bottle (say 7 units) of saltwater.
His Drunkenness is not changed ((7/4)*0)
His Fullness increases by ((7/4)*1) hours
His Thirst increases by ((7/4)*-2) hours, thus making him More thirsty.
The hours above are numbers between 0 and 24. 24 hours is
maximum for drunkenness/fullness/thirst. When hours are zero
for any drunkenness/fullness/thirst the person will be
sober, hungry, or thirsty respectively.
Value[3]: if this value is non-zero, then the drink is poisoned!
ITEM_DISTRO: (40)
***Note: Long description MUST be "standard_distro"***
VALUE[0]: Odds of mob in the room with this object being distributed per turn
(1 is 100%, 2 is 50%, 3 is 33%, etc)
VALUE[1]: First vnum in range
VALUE[2]: Last vnum in range
VALUE[3]: Sum of sector types to be included
Note, this is confusing, because SECTOR_INSIDE is the first type,
and although it's value is 0 in the .wld file, for the purpose
of this object it has to be 1, and each of the following sector
types also have to follow the standard BIT format, so that the
summation works. For instance, if you wanted to include sector
types CITY (bit 2) and FIELD (bit 4), the sum value would
be 6.
VALUE[4]: That's right, value 4...if this is 0 or left blank, the distro object
will not distribute to !teleport rooms. If the field is 1, then the
!tele flag is ignored, and mobs will distribute to these rooms.
VALUE[5]: Much the same as 4, but with NO_MOB rooms. If the field is 1, then the
object will distribute to NO_MOB rooms, but if 0 it won't.