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Yserbius Open Documentation: Item Stats

ZaneDWagner

Inactive Members
#1
I'm sure development of a Yserbius remake on Slohand's end is ongoing at a rapid pace. =) I've also started work on a different clone which I plan to release under the GPL, running on an engine I designed that can rapidly prototype and develop 2D programs such as Yserbius and INN.

While working on the guild hall interface, I had an idea which might help further speed the process; it'll certainly help me, and it'll doubtless help slohand as well, and best of all, it'll help involve the Yserbius.org community in the development process.

Recreating the various interfaces and dungeon maps of Yserbius will likely be the most time-consuming part of recreating Yserbius. However, to recreate Yserbius, we'll also need to pull all the statistics from the original program, like "How much XP does it take to get from level 11 to level 12" and "What sort of stat bonuses are conferred when wearing the carnivorous medallion". So, this is my idea: let's all work together to release a standard set of Yserbius documents, detailing all the information which a person who wanted to remake Yserbius might need.

To get us started, I've compiled a list of all the items in the game, and stuffed them into an excel table in the csv format (a very simple format which can be edited in excel and notepad). I've also ripped out a few of the item icons to get us started.


A small excerpt of the table in its current form...

However, the table is at present very incomplete. What I'd hope for is for those users here on the Yserbius Forums who want to help speed up the development process for a Yserbius remake might take up the torch, helping fill up the table and/or rip out new item icons as you come across them in the game. To get this first bunch of data, I used Dosbox, the Yserbius game off of this site, and VitaminF. Not at all complicated, and very rewarding.

Please post here if you're willing to help finish this table up. Having an open documentation of Yseribus information will surely help slohand, as well as any future Yserbius projects. =)

You can download the current iteration of this table here:
Items.csv

How is the table laid out; how can I best view it and edit it?
The table is probably best viewed in excel or any other spreadsheet program; you can download a free spreadsheet program from http://www.openoffice.org/ as part of the OpenOffice suite; alternatively, you can simply open the file in notepad, although the data will appear to be all 'scrunched up', and it'll be a little harder to figure out where you should stick your new data.

The table lists all of the possible attributes which an item can have up top. These attributes include obvious entries, such as 'name', 'buyprice' and 'icon', but they also include entries which might not be so obvious, like 'modtype' and 'effectlvl'. I'll be including definitions of every field, including the possible values it can have and what those values mean, shortly hereafter.

Using CSV files as an item format table is standard throughout the gaming industry: blizzard north used it (or a very similar format) for Diablo 2.

How to post your additions to the table:
Once you've ripped out some new stats, they'll need to be merged into the main table. I suggest that you post the entire line which you've edited. For example, if you took the following line:
Code:
1,Short Sword,1,0,,,,sword,0,,,,,,,,,,EOL
...and added data for which guilds can use the item, the buy price, and the sell price, you would post this:
Code:
1,Short Sword,1,0,bkrtcw,25,10,sword,0,,,,,,,,,,EOL
It's that simple!

We should definitely keep a record of who has contributed; in order to properly credit everyone.

These are the item icon names:
sword

scroll

ring

redpot

purplpot

prism

pass

mailcoat

mailcap

lockpick

jacket

insignea

hammer

goldkey

cap

buckler

bluepot

bluepick

If you see any icons which are missing, please rip them out to a 30x26 pixel gif with an obvious 'transparent color', and I'll add them to this list. I've used magenta, rgb 255,0,255 as the transparent color. The 30x26 selection should be made around the grey 'inventory slot' size (the inventory slots are exactly 30x26 pixels if you neglect the outside black border).
 

ZaneDWagner

Inactive Members
#2
Here is a list of all the attributes which an item in this table can have, and what each value means.

Index
This is the item's index number, which is referenced by the game when determining what item is in a character's various inventory slots. There's no need to edit this.

Name
This is the item's name, which will show up when you pick up the item with your mouse cursor; "You see: Short Sword" for example.

Type, Subtype
These two fields are used to determine where the item can be used. The types are as follows:
1: can be equipped to 'weapon' slot. Subtype is the type of skill that this weapon is associated with:
Subtype 1: Clubs and Axes
Subtype 2: Fencing
Subtype 3: Archery
Subtype 4: Martial Arts
Subtype 5: Staff
2: can be equipped to 'shield' slot. No subtypes.

3: can be equipped to 'hat' slot. No subtypes.

4: can be equipped to 'armor' slot. No subtypes.

5: this is a insignia / medallion / amulet, and can be equipped to the medallion slot. No subtypes.

6: this is an inventory item: scroll / prism / resusitator / lockpick / wand / potion. It cannot be equipped to any equipment slot. This item type is also used for quest items that cannot be equipped, and money bars.
UseBy
This is a simple string, which lists the possible classes that can use this item. For an item that all classes can use, use the string "bkrtcw". If you want this to be a cleric and wizard item only, use the string "cw". If no classes can use this (?), just leave it blank.

BuyPrice
The buy price of this item, in gold. If this field is '0' (zero), the item cannot be bought in the guild hall (It will not appear on the 'buy items' screen).

SellPrice
The sell price of this item, in gold. If this field is '0' (zero), the item cannot be sold in the guild hall ("You cannot sell this item" message?).

Icon
The name of the icon that represents this item. See the first post in this thread for a list of icons that can be used.

EffectType, EffectOffset, EffectLvl, EffectChgs
This is the type of effect that happens when you right-click the item. Effect Types are:
0: No effect.
1: CastSpell with Index = EffectOffset.
2: UseSkill with Index = EffectOffset.
3: HealSelf, add EffectOffset hit points.
4: RechargeSelf, add EffectOffset mana points.
5: CastSpellAutoTargetSelf, spell index = EffectOffset.
6: UseSkillAutoTargetSelf, skill index = EffectOffset.
6: ResurectSelf (used for resucitators).
We may need more effect types in the future - if you can think of something new, post in this thread, and I'll add it to the main post.

The 'EffectLvl' is used when the item is of EffectType 1, 2, 5, or 6: this field notes the effective 'level' of the skill being used. So you could make two scrolls; one could cast lvl 6 death darts, and the next could cast level 12 death darts.

The 'EffectChgs' field is used to note how many charges an item has before it is 'used up'. A hail scroll might have 10 charges; a control scroll will only have 2 (and they're expensive, to boot!)

As an example, here is what the EffectType and EffectOffset might be for a 'blue lockpick': EffectType=2, EffectOffset=14, EffectLvl=12, EffectChgs=0

Mod1Type, Mod1Offset
Some items, when equipped, provide a positive or negative 'mod' to the character. They may raise the character's strength, or hit points. If an item has no mods, you should place a '0' (zero) in all the 'mod' fields. However, if the item has one or more mods, you can use these fields to note those values.
Mod types include:
1: Raise Strength by Mod1Offset points.
2: Raise Defense by Mod1Offset points.
3: Raise Agility by Mod1Offset points.
4: Raise Initiative by Mod1Offset points.
5: Raise Dexterity by Mod1Offset points.
6: Raise MaxHealth by Mod1Offset points.
7: Raise MaxMana by Mod1Offset points.
Note that you can lower attributes as well; to lower strength by 5, use Mod1Type=1 and Mod1Offset=-5 (dash 5). We may need to add new mods in the future; can anyone think of any other mods that might be neccesary to reproduce Yserbius? Was 'poison resist' possible?

Mod2Type, Mod2Offset, Mod3Type, Mod3Offset
Use these fields to add a second and third mod to an item. If you do not need a second or third mod for this item, input '0' (zero) into these fields. See the entry for 'Mod1Type, Mod1Offset' for more information.

Include
If this field is set to '1', then the game will include this item when it loads this file. Otherwise, this item will be ignored. This should be useful for making sure that only complete items are included in the game.

EOL
Each item entry must end with the 'EOL' field. This is a required part of the syntax, to help older spreadsheet programs read the file.
 

ZaneDWagner

Inactive Members
#3
I've drawn up a list of spell and skill indexes to use in this table. Note that these are directly out of my implementation of Yserbius, but I'm sure that Slohand has nearly (if not exactly) the same order:
Spell Indexes:
0: Backfire
1: Blast
2: Control
3: Curse
4: Death Darts
5: Dissipate
6: Fireball
7: Hail
8: Lightning
9: Petrify
10: Poison Cloud
11: Storm Wind
12: Aura
13: Light Shroud
14: Energy Field
15: Shield
16: Refesh
17: Teleport
18: Bless
19: Cure
20: Heal
21: Resist
22: Resuscitate
23: True Seeing

Skill Indexes:
0: Athletics
1: Clubs/Axes
2: Berseker
3: Pursuit
4: Leadership
5: Fencing
6: Binding
7: Intimidate
8: Archery
9: Stamina
10: Furtiveness
11: Read Tracks
12: Bard
13: Detect
14: Lockpick
15: Pickpocket
16: Martial Arts
17: Deflect Magic
18: Medic
19: Reverie
20: Rune Reading
21: Staff
22: Channel
23: Deep Trance
 

Navic

Inactive Members
#4
Nice work Zane :)

We've gathered some Yserbius data that you'll certainly find useful for your endeavor. I'll email you it when I get a chance.
 
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