STRING 18;STRING 18;TINY;TINY;BYTE;DWORD;BYTE;BYTE;TINY;TINY;BYTE;WORD;WORD;WORD;TINY;BYTE;FLOAT;BYTE;TINY;SHORT;TINY;TINY;TINY;TINY;
TABLEID 1
ABLT_NONE=       0
ABLT_SPELL=      1
ABLT_RMAXHP=     2
ABLT_RMAXSP=     3
ABLT_GEXP=       4
ABLT_LAGE=       5
ABLT_RSOUL=      6
ABLT_RHP=        7
ABLT_RSP=        8
ABLT_RATTRIB=    9
ABLT_CHEALTH=    11
ABLT_RSTAT=      12
EXST_BREAK=      0
EXST_NOTHNG=     1
EXST_RECHRG=     2
EXST_DEAD=       3
EXST_ASHES=      4
EXST_DELETE=     5
EXST_RAGE=       6
EXST_LMAXHP=     7
EXST_LMAXSP=     8
EXST_LEXP=       9
EXST_LSTR=       10
EXST_LDEX=       11
EXST_LEND=       12
EXST_LINT=       13
EXST_LCUN=       14
EXST_LWIL=       15
EXST_LLUCK=      16
EXST_LSOUL=      17
EXST_RNDHLT=    18
DRWB_NONE=       0
DRWB_RAGE=       1
DRWB_LMAXHP=     2
DRWB_LMAXSP=     3
DRWB_LEXP=       4
DRWB_LSTR=       5
DRWB_LDEX=       6
DRWB_LEND=       7
DRWB_LINT=       8
DRWB_LCUN=       9
DRWB_LWIL=       10
DRWB_LLUCK=      11
DRWB_LSOUL=      12
DRWB_RNDHLT=    13
AUTA_NONE=       0
AUTA_RHP=        1
AUTA_RMHP=       2
AUTA_DHP=        3
AUTA_DMHP=       4
AUTA_RSP=        5
AUTA_RMSP=       6
AUTA_DSP=        7
AUTA_DMSP=       8
AUTA_RNDHEALTH=  9
AUTA_CHEALTH=    10
AUTA_REXP=       11
AUTA_DEXP=       12
AUTA_RSOUL=      13
AUTA_DSOUL=      14
AUTA_RAGE=       15
HLTE_NONE=       0
HLTE_SLEEP=      1
HLTE_PRLYZ=      2
HLTE_PTRFY=      4
HLTE_RESRV1=     8
HLTE_POISON=     16
HLTE_BLIND=      32
HLTE_CRIPLE=     64
HLTE_RESRV3=     128
HLTE_FEAR=       256
HLTE_CURSE=      512
HLTE_SEAL=       1024
HLTE_DOOM=       2048
HLTE_FADE=       4096
HLTE_RESRV5=     8192
HLTE_RESRV6=     16384
HLTE_RESRV7=     32768
EEFC_NONE=       0
ELME_LIFE=       1
ELME_WATER=      2
ELME_AIR=        4
ELME_DEATH=      8
ELME_FIRE=       16
ELME_EARTH=      32
ELME_DRAGON=     64
ELME_UNDEAD=     128
ELME_MYTHIC=     256
ELME_DIVINE=     512
ELME_DIRE=       1024
ELME_MAGIC=      2048
ELME_WERE=       4096
ELME_RESRV1=     8192
ELME_RESRV2=     16384
ELME_RESRV3=     32768
IDTF_ALL=        255
IDTF_NONE=       0
IDTF_NAME=       1
IDTF_STAT=       2
IDTF_STTUS=      4
IDTF_EFFCT=      8
IDTF_ABLTY=      16
IDTF_DRWBK=      32
TYPE_WEAPON=     0
TYPE_SHIELD=     1
TYPE_ARMOR=      2
TYPE_ACCESSORY=  3
TYPE_EXPANDABLE= 4
TYPE_OTHER=      5
STAT_NORML=     0
STAT_ENCHT=     2
STAT_CURSE=     4
STAT_ARTFC=     8
STAT_FOUND=     32
MGKP_NONE=      0
MGKP_ELMKIL=    1
MGKP_DEATH=     2
MGKP_ASHES=     4
MGKP_DELETE=    8
MGKP_SOULDR=    16
MGKP_LIFEDR=    32
MGKP_RSRVE2=    64
MGKP_RSRVE3=    128
MGKP_RSRVE4=    256
MGKP_WIMUNE=    512
MGKP_MIMUNE=    1024
MGKP_RSRVE8=    2048
MGKP_RSRVE9=    4096
MGKP_RSRVEA=    8192
MGKP_RSRVEB=    16384
MGKP_RSRVEC=    32768
LOC_WEAPON=     0
LOC_SHIELD=     1
LOC_ARMOR=      2
LOC_HEAD=       3
LOC_HAND=       4
LOC_FEET=       5
LOC_OTHER=      6
LOC_NOLOC=      7
STID_NONE=      0
STID_PD=        1
STID_AD=        2
STID_MPD=       3
STID_MAD=       4
STID_DR=        5
STID_MDR=       6
STID_PSAVE=     7
STID_MSAVE=     8
STID_HIT=       9
STID_INIT=      10
STID_DMGZ=      11
STID_MDMGZ=     12
<ENDSTRING>
//name             fname                      type      Location  ablt-type ablt-val ablt-exhaust a-drawback mxchg #chrg Autoabilit      hltefct     elmefct     mgkprop key identify weight status  rarity price      stat0      stat1      stat2 Bonus
Sallet            ;?Sallet           ; TYPE_ACCESSORY;  LOC_HEAD; ABLT_NONE;       0; EXST_NOTHNG;  DRWB_NONE;   0;    0;  AUTA_NONE;  HLTE_NONE;  ELME_NONE;  MGKP_NONE; -1;IDTF_ALL;  1.5;STAT_NORML;  1;   10; STID_NONE; STID_NONE; STID_NONE; 0;
Helmet            ;?Helmet           ; TYPE_ACCESSORY;  LOC_HEAD; ABLT_NONE;       0; EXST_NOTHNG;  DRWB_NONE;   0;    0;  AUTA_NONE;  HLTE_NONE;  ELME_NONE;  MGKP_NONE; -1;IDTF_ALL;    2;STAT_NORML;  1;   20; STID_NONE; STID_NONE; STID_NONE; 0;
Hat               ;?Hat              ; TYPE_ACCESSORY;  LOC_HEAD; ABLT_NONE;       0; EXST_NOTHNG;  DRWB_NONE;   0;    0;  AUTA_NONE;  HLTE_NONE;  ELME_NONE;  MGKP_NONE; -1;IDTF_ALL;  0.5;STAT_NORML;  1;    8; STID_NONE; STID_NONE; STID_NONE; 0;
Circlet           ;?Circlet          ; TYPE_ACCESSORY;  LOC_HEAD; ABLT_NONE;       0; EXST_NOTHNG;  DRWB_NONE;   0;    0;  AUTA_NONE;  HLTE_NONE;  ELME_NONE;  MGKP_NONE; -1;IDTF_ALL;  0.2;STAT_NORML;  1;    8; STID_NONE; STID_NONE; STID_NONE; 0;
Ring              ;?Ring             ; TYPE_ACCESSORY; LOC_OTHER; ABLT_NONE;       0; EXST_NOTHNG;  DRWB_NONE;   0;    0;  AUTA_NONE;  HLTE_NONE;  ELME_NONE;  MGKP_NONE; -1;IDTF_ALL;  0.1;STAT_NORML;  1;    5; STID_NONE; STID_NONE; STID_NONE; 0;
Amulet            ;?Amulet           ; TYPE_ACCESSORY; LOC_OTHER; ABLT_NONE;       0; EXST_NOTHNG;  DRWB_NONE;   0;    0;  AUTA_NONE;  HLTE_NONE;  ELME_NONE;  MGKP_NONE; -1;IDTF_ALL;  0.1;STAT_NORML;  1;    5; STID_NONE; STID_NONE; STID_NONE; 0;
Cloak             ;?Cloak            ; TYPE_ACCESSORY; LOC_OTHER; ABLT_NONE;       0; EXST_NOTHNG;  DRWB_NONE;   0;    0;  AUTA_NONE;  HLTE_NONE;  ELME_NONE;  MGKP_NONE; -1;IDTF_ALL;  1.5;STAT_NORML;  1;   15; STID_NONE; STID_NONE; STID_NONE; 0;
Boots             ;?Boots            ; TYPE_ACCESSORY;  LOC_FEET; ABLT_NONE;       0; EXST_NOTHNG;  DRWB_NONE;   0;    0;  AUTA_NONE;  HLTE_NONE;  ELME_NONE;  MGKP_NONE; -1;IDTF_ALL;    2;STAT_NORML;  1;   10; STID_NONE; STID_NONE; STID_NONE; 0;
Gloves            ;?Gloves           ; TYPE_ACCESSORY;  LOC_HAND; ABLT_NONE;       0; EXST_NOTHNG;  DRWB_NONE;   0;    0;  AUTA_NONE;  HLTE_NONE;  ELME_NONE;  MGKP_NONE; -1;IDTF_ALL;    2;STAT_NORML;  1;    5; STID_NONE; STID_NONE; STID_NONE; 0;
Gauntlet          ;?Gauntlet         ; TYPE_ACCESSORY;  LOC_HAND; ABLT_NONE;       0; EXST_NOTHNG;  DRWB_NONE;   0;    0;  AUTA_NONE;  HLTE_NONE;  ELME_NONE;  MGKP_NONE; -1;IDTF_ALL;    2;STAT_NORML;  1;   20; STID_NONE; STID_NONE; STID_NONE; 0;
Bracelet          ;?Bracelet         ; TYPE_ACCESSORY;  LOC_HAND; ABLT_NONE;       0; EXST_NOTHNG;  DRWB_NONE;   0;    0;  AUTA_NONE;  HLTE_NONE;  ELME_NONE;  MGKP_NONE; -1;IDTF_ALL;  0.2;STAT_NORML;  1;    5; STID_NONE; STID_NONE; STID_NONE; 0;
<ENDDATA>




STRING 18;STRING 18;TINY;BYTE;DWORD;TINY;BYTE;BYTE;DWORD;TINY;BYTE;TINY;BYTE;FLOAT;TINY;SHORT;TINY;TINY;TINY;TINY;TINY;TINY;TINY;TINY;TINY;TINY;TINY;TINY;TINY;TINY;TINY;

//name             fname                         type      ablt_type ablt_val maxchrg       exhaust  Autoability      effect #chrg cursed key identify weigth         status price attrib   location bulk resist dissip hit combo multi parry evade cripple cover penetrate durab absorb

Helm  Hardness  ;?Helmet           ; TYPE_ACCESSORY;     ABLT_NONE;       0;      0; EXST_NOTHING;   AUTA_NONE;  EFCT_NONE;    0; FALSE; -1;IDTF_ALL;     2; STAT_ARTIFACT;  350;    12; LOCT_HEAD;   5;     0;     0;  0;    0;    0;    0;    0;      0;    0;        0;  100;    15;
Helmet  Knight  ;?Helmet           ; TYPE_ACCESSORY;      ABLT_RSP;      25;      5;EXST_RECHARGE;    AUTA_RSP;  EFCT_NONE;    5; FALSE; -1;IDTF_ALL;     2; STAT_ARTIFACT;  500;    12; LOCT_HEAD;   5;     0;     0;  0;    0;    0;    0;    0;      0;    0;        0;   65;    10;
Sorcerer's Hat    ;?Hat              ; TYPE_ACCESSORY;     ABLT_NONE;       0;      0; EXST_NOTHING;   AUTA_NONE;  EFCT_NONE;    0; FALSE; -1;IDTF_ALL;   0.5; STAT_ARTIFACT;  150;     1; LOCT_HEAD;   1;     3;     0;  0;    0;    0;    0;    0;      0;    5;        0;   10;     2;
CircletTeleport.;?Circlet          ; TYPE_ACCESSORY;    ABLT_SPELL;       0;      3;EXST_RECHARGE;   AUTA_NONE;  EFCT_NONE;    3; FALSE; -1;IDTF_ALL;   0.2; STAT_ARTIFACT;  250;     1; LOCT_HEAD;   0;     0;     0;  0;    0;    0;    0;    0;      0;    0;        0;    0;     0;
Boots  Speed    ;?Boots            ; TYPE_ACCESSORY;     ABLT_NONE;       0;      0; EXST_NOTHING;   AUTA_NONE;  EFCT_NONE;    0; FALSE; -1;IDTF_ALL;     2; STAT_ARTIFACT;  450;     5; LOCT_FEET;   1;     0;     0; 10;    5;   25;    0;   30;      0;    0;        0;    0;     0;
Winged Boots      ;?Boots            ; TYPE_ACCESSORY;     ABLT_NONE;       0;      0; EXST_NOTHING;   AUTA_NONE;  EFCT_NONE;    0; FALSE; -1;IDTF_ALL;     2; STAT_ARTIFACT;    0;     5; LOCT_FEET;   2;     0;     0;  0;    0;    0;    0;    0;      0;    0;        0;    0;     0;
Bracelet Defense;?Bracelet         ; TYPE_ACCESSORY;     ABLT_NONE;       0;      0; EXST_NOTHING;   AUTA_NONE;  EFCT_NONE;    0; FALSE; -1;IDTF_ALL;   0.2; STAT_ARTIFACT;  500;     1; LOCT_HAND;   0;     0;     0;  0;    0;    0;   20;   20;      0;   20;        0;   15;     3;
Salamender Bracel.;?Bracelet         ; TYPE_ACCESSORY;     ABLT_NONE;       0;      0; EXST_NOTHING;   AUTA_NONE;  EFCT_NONE;    0; FALSE; -1;IDTF_ALL;   0.2; STAT_ARTIFACT;    0;     1; LOCT_HAND;   0;     0;     0;  0;    0;    0;    0;    0;      0;    0;        0;    5;     1;
Gloves  Copper  ;?Gloves           ; TYPE_ACCESSORY;     ABLT_NONE;       0;      0; EXST_NOTHING;   AUTA_NONE;  EFCT_NONE;    0; FALSE; -1;IDTF_ALL;     2; STAT_ARTIFACT;  350;     5; LOCT_HAND;   2;     0;     0;  0;    0;    0;    0;    0;      0;   15;        0;   15;     3;
Gloves  Silver  ;?Gloves           ; TYPE_ACCESSORY;     ABLT_NONE;       0;      0; EXST_NOTHING;   AUTA_NONE;  EFCT_NONE;    0; FALSE; -1;IDTF_ALL;     2; STAT_ARTIFACT;  500;     5; LOCT_HAND;   2;     0;     0; 25;   20;   20;   25;    0;     10;    0;       20;    0;     0;
Gloves  Mithril ;?Gloves           ; TYPE_ACCESSORY;    ABLT_SPELL;       0;      8;EXST_RECHARGE;   AUTA_NONE;  EFCT_NONE;    8; FALSE; -1;IDTF_ALL;     2; STAT_ARTIFACT;  800;     5; LOCT_HAND;   2;    40;     8;  0;    0;    0;    0;    0;      0;    0;        0;    0;     0;
Gloves  Myrdal  ;?Gloves           ; TYPE_ACCESSORY;      ABLT_RSP;      15;     12;EXST_RECHARGE;   AUTA_NONE;  EFCT_NONE;   12; FALSE; -1;IDTF_ALL;     2; STAT_ARTIFACT; 1000;     5; LOCT_HAND;   2;    25;     5; 15;   10;   10;   15;   10;      5;   15;       10;   10;     2;
Ring  Shielding ;?Ring             ; TYPE_ACCESSORY;     ABLT_NONE;       0;      0; EXST_NOTHING;   AUTA_NONE;  EFCT_NONE;    0; FALSE; -1;IDTF_ALL;   0.1; STAT_ARTIFACT;  200;     1;LOCT_OTHER;   0;     0;     2;  0;    0;    0;    0;    0;      0;   10;        0;   10;     2;
Ring  Movement  ;?Ring             ; TYPE_ACCESSORY;     ABLT_NONE;       0;      0; EXST_NOTHING;   AUTA_NONE;  EFCT_NONE;    0; FALSE; -1;IDTF_ALL;   0.1; STAT_ARTIFACT;  200;     1;LOCT_OTHER;   0;     0;     0;  5;    5;    5;    5;   25;      0;    0;        0;    0;     0;
Ring  Life      ;?Ring             ; TYPE_ACCESSORY;    ABLT_RSOUL;      50;      2;   EXST_BREAK;   AUTA_RMHP;  EFCT_NONE;    2; FALSE; -1;IDTF_ALL;   0.1; STAT_ARTIFACT;  600;     1;LOCT_OTHER;   0;     0;     0;  0;    0;    0;    0;    0;      0;    0;        0;    0;     0;
Amulet  Jewels  ;?Amulet           ; TYPE_ACCESSORY;    ABLT_SPELL;       0;     25;EXST_RECHARGE;   AUTA_NONE;  EFCT_NONE;   25; FALSE; -1;IDTF_ALL;   0.2; STAT_ARTIFACT;  150;     1;LOCT_OTHER;   0;     0;     0;  0;    0;    0;    0;    0;      0;    0;        0;    0;     0;
Amulet  Cover   ;?Amulet           ; TYPE_ACCESSORY;    ABLT_SPELL;       0;      3; EXST_NOTHING;   AUTA_NONE;  EFCT_NONE;    3; FALSE; -1;IDTF_ALL;   0.2; STAT_ARTIFACT;  300;     1;LOCT_OTHER;   0;     0;     0;  0;    0;    0;    0;    0;      0;   40;        0;    0;     0;
Serpent's Tooth   ;?Amulet           ; TYPE_ACCESSORY;     ABLT_NONE;       0;      0; EXST_NOTHING;   AUTA_NONE;  EFCT_NONE;    0; FALSE; -1;IDTF_ALL;   0.2; STAT_ARTIFACT;    0;     1;LOCT_OTHER;   0;     0;     0;  0;    0;    0;    0;    0;      0;    0;        0;    0;     0;
Dragon's Tooth    ;?Amulet           ; TYPE_ACCESSORY;     ABLT_NONE;       0;      0; EXST_NOTHING;   AUTA_NONE;  EFCT_NONE;    0; FALSE; -1;IDTF_ALL;   0.2; STAT_ARTIFACT;    0;     1;LOCT_OTHER;   0;     0;     0;  0;    0;    0;    0;    0;      0;    0;        0;    0;     0;
Cloak  Darkness ;?Cloak            ; TYPE_ACCESSORY;     ABLT_NONE;       0;      0; EXST_NOTHING;   AUTA_NONE;  EFCT_NONE;    0; FALSE; -1;IDTF_ALL;   1.5; STAT_ARTIFACT;    0;     5;LOCT_OTHER;   2;     0;     0;  0;    0;    0;    0;    0;      0;    5;        0;    0;     0;
Cloak  Shadow   ;?Cloak            ; TYPE_ACCESSORY;     ABLT_NONE;       0;      0; EXST_NOTHING;   AUTA_NONE;  EFCT_NONE;    0; FALSE; -1;IDTF_ALL;   1.5; STAT_ARTIFACT;    0;     5;LOCT_OTHER;   2;     0;     0;  0;    0;    0;    0;    0;      0;    5;        0;    0;     0;
Cloak  Capricorn;?Cloak            ; TYPE_ACCESSORY;     ABLT_NONE;       0;      0; EXST_NOTHING;   AUTA_NONE;  EFCT_NONE;    0; FALSE; -1;IDTF_ALL;   1.5; STAT_ARTIFACT;    0;     5;LOCT_OTHER;   2;     0;     0;  0;    0;    0;    0;    0;      0;    5;        0;    0;     0;
Cloak Protection;?Cloak            ; TYPE_ACCESSORY;     ABLT_NONE;       0;      0; EXST_NOTHING;   AUTA_NONE;  EFCT_NONE;    0; FALSE; -1;IDTF_ALL;   1.5; STAT_ARTIFACT;  400;     5;LOCT_OTHER;   2;    15;     3;  0;    0;    0;    0;    0;      0;   25;        0;   15;     3;
Cloak  Twilight ;?Cloak            ; TYPE_ACCESSORY;     ABLT_NONE;       0;      0; EXST_NOTHING;   AUTA_NONE;  EFCT_NONE;    0;  TRUE; -1;IDTF_ALL;   1.5; STAT_ARTIFACT;    0;     5;LOCT_OTHER;   2;     0;     0;  0;    0;    0;    0;    0;      0;    5;        0;    0;     0;
Helm  Curses    ;?Helmet           ; TYPE_ACCESSORY;     ABLT_NONE;       0;      0; EXST_NOTHING;   AUTA_NONE;  EFCT_NONE;    0;  TRUE; -1;IDTF_ALL;     2; STAT_ARTIFACT;    0;    12; LOCT_HEAD;   5;     0;     0;  0;    0;    0;    0;    0;      0;    0;        0;    0;     0;
Ring  Jade      ;?Ring             ; TYPE_ACCESSORY;     ABLT_NONE;       0;      0; EXST_NOTHING;   AUTA_NONE;  EFCT_NONE;    0;  TRUE; -1;IDTF_ALL;   0.1; STAT_ARTIFACT;    0;     1;LOCT_OTHER;   0;     0;     0;  0;    0;    0;    0;    0;      0;    0;        0;    0;     0;
Ring  Death     ;?Ring             ; TYPE_ACCESSORY;     ABLT_NONE;       0;      0;   EXST_BREAK;   AUTA_DMHP;  EFCT_NONE;    0;  TRUE; -1;IDTF_ALL;   0.1; STAT_ARTIFACT;    0;     1;LOCT_OTHER;   0;     0;     0;  0;    0;    0;    0;    0;      0;    0;        0;    0;     0;
Gloves  Iron    ;?Gloves           ; TYPE_ACCESSORY;     ABLT_NONE;       0;      0; EXST_NOTHING;   AUTA_NONE;  EFCT_NONE;    0;  TRUE; -1;IDTF_ALL;     2; STAT_ARTIFACT;  200;     8; LOCT_HAND;   2;   -10;    -3;-15;  -10;  -10;  -15;  -15;    -10;  -10;      -10;  -10;    -2;
<ENDDATA>





helm of curse : add curse statu effect as auto ability
Winged boots : autolevitate
Serpent, dragon : protect poison, reptile, dragon
Ring of jade : Usefull cursed item

spell

ciclet of transport : teleport
Gloves of Mythril : Magic party protection
Amulet of jewels : Cast dumapic
Amulet of Cover : Spell that raise whole party cover


typedef struct dbs_Item_ability
{
   byte type a_packed;
   dword value a_packed;
   byte exhausted a_packed; // result when all charges used
   byte drawback a_packed; // result when using a charge beside the ability.
   tiny max_charge a_packed;   
   tiny nb_charge a_packed;   
}dbs_Item_ability a_packed;

typedef struct dbs_Item
{
   char name [ Item_NAME_SIZE + 1 ] a_packed;
   char fname [ Item_NAME_SIZE + 1 ] a_packed;
   tiny type a_packed;
   tiny location a_packed;
   dbs_Item_ability ability a_packed;
   byte autoability a_packed;
   word hlteffect a_packed;
   word elmeffect a_packed;
   word magikproperty a_packed;
   tiny key a_packed;
   byte identification a_packed;
   float weight a_packed;
   byte status a_packed;
   short price a_packed;
}dbs_Item a_packed;


typedef struct dbs_Accessory
{
   dbs_Item item_data a_packed;
   tiny statID [ Accessory_NB_STAT ] a_packed;
   tiny bonus a_packed;
   
}dbs_Accessory a_packed;


