User:Aximili/Test
SpliceHack is one of the many variants with an object materials system, allowing items of the same type to be made of different materials. For example, in SpliceHack one skeleton key might be made of plastic, and another might be made of mithril.
Materials properties
Each material has a relative weight, internally called a density. Each material also has a relative AC bonus. Some materials are subject to erosion: the types of possible erosion vary between materials.
Material | Density[1] | AC[2] | Erosion Type[3][4][5][6] |
---|---|---|---|
liquid | 10 | 0 | |
wax | 15 | 1 | burn, rot |
veggy | 10 | 1 | burn, rot |
flesh | 10 | 3 | burn, rot |
paper | 5 | 1 | burn, rot |
cloth | 10 | 2 | burn, rot |
leather | 15 | 3 | burn, rot |
wood | 30 | 4 | burn, rot |
bone | 25 | 4 | |
dragonhide | 20 | 10 | |
iron | 80 | 5 | corrode, rust |
metal | 70 | 5 | |
copper | 85 | 4 | corrode |
silver | 90 | 5 | |
gold | 120 | 3 | |
platinum | 120 | 4 | |
adamantine | 60 | 7 | |
cold iron | 80 | 5 | rust |
mithril | 50 | 6 | |
orichalcum | 90 | 6 | |
plastic | 20 | 3 | burn |
slime | 50 | 3 | |
glass | 60 | 5 | |
gemstone | 55 | 7 | |
shadow | 1 | 3 | |
mineral | 70 | 6 |
Materials percentages
The tables in this section show the probabilities of items being generated as a different material than normal.
The table immediately below applies to most weapons, weapon-tools and armor.[7] Chests, large boxes and masks also count as "normally wooden",[8] while skeleton keys, lock picks and tin openers count as "normally metal".[9]
Material | Normally iron or metal[10] | Normally wooden[11] | Normally cloth[12] | Normally leather[13] |
---|---|---|---|---|
keep default | 74.0 | |||
wax | 0.1 | 0.1 | 0.1 | 0.1 |
paper | 0.1 | 1.0 | 2.7 | 1.0 |
cloth | 79.9 | 17.0 | ||
leather | 10.0 | 74.7 | ||
wood | 5.0 | 78.8 | ||
bone | 1.0 | 3.0 | ||
iron | 4.9 | 5.0 | ||
copper | 3.0 | 1.0 | ||
silver | 5.0 | 1.0 | ||
gold | 1.0 | |||
adamantine | 0.1 | |||
cold iron | 0.1 | |||
mithril | 3.0 | |||
orichalcum | 0.1 | |||
plastic | 0.8 | 7.0 | 6.9 | |
slime | 0.1 | 0.1 | 0.1 | 0.1 |
glass | 1.0 | |||
gemstone | 0.1 | |||
shadow | 0.1 | 0.2 | 0.2 | |
mineral | 0.5 | 10.0 |
In the following table, "shiny" items include the shield of reflection, resonant shield, ornate mace, chakram, and most amulets.[14][15] "Resonant" items are the bugle, lantern, oil lamp, magic lamp, magic whistle, flute, magic flute, harp, magic harp and lute. [16]
Material | firearms[17] | shiny[18] | resonant[19] |
---|---|---|---|
keep default | 54.3 | ||
iron | 64.5 | 12.0 | 5.0 |
metal | 5.0 | ||
copper | 12.5 | 22.0 | 25.0 |
silver | 12.5 | 29.5 | 6.0 |
gold | 1.0 | 10.0 | 3.0 |
platinum | 1.0 | 1.8 | 1.0 |
adamantine | 0.5 | 0.5 | 0.1 |
cold iron | |||
mithril | 7.0 | 7.0 | 5.0 |
orichalcum | 1.0 | 0.1 | 0.1 |
slime | 0.1 | ||
glass | 12.0 | ||
gemstone | 0.5 |
The following table applies to all dwarven items and elven items except the elven helm (and lembas wafer).
Material | dwarven[20] | elven[21] |
---|---|---|
wood | 79.9 | |
dragonhide | ||
iron | 84.5 | |
metal | ||
copper | 2.0 | 10.0 |
silver | 1.0 | 3.0 |
gold | 1.0 | 2.0 |
platinum | 0.9 | |
adamantine | 0.2 | |
mithril | 9.8 | 5.0 |
orichalcum | 0.1 | |
gemstone | 0.5 | |
shadow | 0.1 |
The following table has a couple of exceptions for specific groups of items.
Material | horns[22] | elven helm[23] | bows[24] |
---|---|---|---|
leather | 70.0 | ||
wood | 5.0 | 9.9 | 75.0 |
bone | 68.5 | 4.0 | |
iron | 7.0 | ||
copper | 10.0 | 20.0 | 4.0 |
silver | 5.0 | 2.0 | |
gold | 1.5 | 1.0 | |
adamantine | 0.5 | ||
mithril | 8.0 | 5.0 | |
orichalcum | 0.5 | ||
plastic | 2.0 | ||
gemstone | 0.5 | ||
shadow | 0.5 | 0.1 | |
mineral |
Finally, the bullwhip, flaming lash[25] and all items not categorized above are only generated in their base materials. This means all comestibles, potions, scrolls and spellbooks are only available in their base materials.
Changing materials
Items can change materials through contact with a transmuter or the reading of a scroll of change material.
References
- ↑ https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mkobj.c#L1538
- ↑ https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mkobj.c#L1667
- ↑ https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/include/objclass.h#L93
- ↑ https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/include/objclass.h#L96
- ↑ https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mkobj.c#L1976
- ↑ https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mkobj.c#L1982
- ↑ https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mkobj.c#L3429
- ↑ https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mkobj.c#L3386
- ↑ https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mkobj.c#L3390
- ↑ https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mkobj.c#L3195
- ↑ https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mkobj.c#L3248
- ↑ https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mkobj.c#L3261
- ↑ https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mkobj.c#L3272
- ↑ https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mkobj.c#L3373
- ↑ https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mkobj.c#L3424
- ↑ https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mkobj.c#L3395
- ↑ https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mkobj.c#L3218
- ↑ https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mkobj.c#L3231
- ↑ https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mkobj.c#L3307
- ↑ https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mkobj.c#L3283
- ↑ https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mkobj.c#L3297
- ↑ https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mkobj.c#L3320
- ↑ https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mkobj.c#L3334
- ↑ https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mkobj.c#L3340
- ↑ https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mkobj.c#L3369