Bruce_Kahn@maytag.ceo.dg.COM.UUCP (11/25/87)
Im resending this as I got a bounce back message about the original file. If you got it, sorry. The source for this info is an article in the August '83 issue of InCider. The following information was digested and organized by me. The information is derived from examining the supplied program. The article is worth reading if you have the time (but dont bother to type in the program, there are plenty of commercially avaiable Wiz editors out there). The information is not quite accurate for Wiz III as different encoding/storage scheme is used (for more info/items and the like). I am assuming that you will be working on a BACKUP of the character disk, not your masters. There are 2 reasons, I have not played with the info on a master and neither should you. Make 2 backups, just in case. Each character takes up 208 bytes of disk space. Each character is given an entire sector for their info. This leaves 48 bytes for future use (probably for Wiz III and the promised yet never delivered other scenarios). Not all of the locations in the sector are addressed as they are Pascal Pointers (2 bytes). If there are some locations that are not expalined then that is because they are not described in the article. If there are any corrections to this then let me know. The following is "map" of what information is stored in the sector and where each player is stored: Player # Track Sector (Note: All values in Decimal, not Hex) 1 0 0 2 0 13 3 0 11 4 0 9 5 0 7 6 0 5 7 0 3 8 0 1 9 1 0 10 1 13 11 1 11 12 1 9 13 1 7 14 1 5 15 1 3 16 1 1 17 2 0 18 2 13 19 2 11 20 2 9 Sector Information, offset from start of sector: Offset Description/Field -------- ----------------------------------------------------------------- 001-015 Character Name 017-031 Password for character 032 0 = in castle, else = ? (relates to 200-205) 034 Race 036 Class of character 038-039 Age in weeks (38 = low byte, 39 = hi byte) 040-041 Pointer to/status of character (0 = alive, else = dead/transfered) 042 Orientation of character 044-047 Characteristic bytes. Decoded by: Strength = [44] - int([44]/32)*32 IQ = int([44]/32) + ([45] - int([45]/4)*4)*8 Piety = int([45]/4) - 32 * int([45]/128) Vitality = [46] - int([46]/32)*32 Agility = int([46]/32) + ([47] - int([47]/4)*4)*8 Luck = int([47]/4) - 32 * int([47]/128) Maximum values for each is 18; To achieve maximum values use the following values correspondingly: 82,74,82,74 052-055 Gold (052 = lowest byte, 055 = highest byte) 058 Item count; number of items a character has. 060-116 Cursed item flag part 1; Indexed in increments of 8; value of 0 = uncursed; value other than 0 = cursed 062-118 Cursed item flag part 2; Indexed in increments of 8; value of 0 = uncursed; value other than 0 = cursed 064-120 Identified/equiped item flag (relates to 058); Indexed in increments of 8; value of 1 = identified/item owned; value other than 1 = item not owned/not identified 066 Item number 1 074 Item number 2 082 Item number 3 090 Item number 4 098 Item number 5 106 Item number 6 114 Item number 7 122 Item number 8 124-127 Experience (124 = lowest byte, 127 = highest byte) 130-131 Level of character (double checking 132-133??) 132-133 Level of character (132 = low byte, 133 = hi byte) 134 Present hit points 136 Total hit points 138-140 Used in conjunction with Mage spells. Usage ?? 140-144 Used in conjunction with Priest spells. Usage ?? 146-158 Array of available Mage spells. Index by increments of 2 (ie: [146] = # level 1 spells, [148] = # level 2...) 160-174 Array of available Priest spells. Index by increments of 2 also. 176 Armor class 177 If [177] > 0 then armor class = armor class - 256 200-201 Distance of character to the East 202-203 Distance of character to the North 204-205 Level where character is now Race information: Value Description ---- --------------------- 1 Human 2 Elf 3 Dwarf 4 Gnome 5 Hobbit Class information: Value Description ----- ----------------------- 1 Fighter 2 Mage 3 Priest 4 Thief 5 Bishop 6 Samurai 7 Lord 8 Ninja Status information: Value Description ---- ------------------------ 1 Ok 2 Afraid 3 Asleep 4 Paralyzed 5 Stoned 6 Dead 7 Ashes 8 Lost Forever Orientation information: Value Description ---- --------------- 1 Good 2 Neutral 3 Evil Items information: As there are over 134 items in all (for all 3 scenarios) I wont type all the information in now. If people want it I can arrange to get it to them. Why not play around with the values and see what you get.