Race Resolutions

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Using %getRacePtr() you can retrieve a pointer for the given race ID or name that will allow you to retrieve information via the resolutions defined here. Each description is prefixed with either [G] gettable, [S] settable, or [G,S] gettable and settable. Resolutions are case sensitive.

General Information
General racial fields for working with race information.
@race->id [G] ...
@race->name [G] ...
@race->tagName [G] ...
@race->utters [G] ...

Initialization Basepoints
These determine to what values the associated field is initialized when a mobile of the given race is created. Initialization values are constants but the engine will add a +/-10% fuzziness factor.
@race->initArmourClass [G] ...
@race->initHitpoints [G] ...
@race->initMana [G] ...
@race->initMoves [G] ...
@race->initPractices [G] ...

Primary Stat Minimums
These define a lower bound on the primary stats for a mobile of the given race. This primarily determines the starting values for PC members of the race. NPC members will be assigned a value within the min/max range if the value for the primary stat is not explicitly set by the builder.
@race->minCharisma [G] ...
@race->minConstitution [G] ...
@race->minDexterity [G] ...
@race->minIntelligence [G] ...
@race->minStrength [G] ...
@race->minWisdom [G] ...

Primary Stat Maximums
These define an upper bound on the primary stats for a mobile of the given race. This primarily determines the maximum values for PC members of the race when stats make gains during gameplay. NPC members will be assigned a value within the min/max range if the value for the primary stat is not explicitly set by the builder.
@race->maxCharisma [G] ...
@race->maxConstitution [G] ...
@race->maxDexterity [G] ...
@race->maxIntelligence [G] ...
@race->maxStrength [G] ...
@race->maxWisdom [G] ...

Miscellaneous Stat Minimums
The semantics for these fields follow that of the primary stat minimums.
@race->minFemaleHeight [G] ...
@race->minFemaleWeight [G] ...
@race->minMaleHeight [G] ...
@race->minMaleWeight [G] ...
@race->minNightVision [G] ...

Miscellaenous Stat Maximums
The semantics for these fields follow that of the primary stat maximums.
@race->maxFemaleHeight [G] ...
@race->maxFemaleWeight [G] ...
@race->maxMaleHeight [G] ...
@race->maxMaleWeight [G] ...
@race->maxNightVision [G] ...
@race->castingConcentration [G] ...
@race->castingCost [G] ...
@race->castingTime [G] ...

Stat Gain Rates
These determine the speed at which the relevant stat makes gains. Given that some basepoint is set to 100% these can be set to increase or decrease the odds that a player will make a successful roll for a stat gain.
@race->gainRateHitpoints [G] ...
@race->gainRateMana [G] ...
@race->gainRateMoves [G] ...
@race->gainRatePractices [G] ...

Regen Rates
These determine the rate at which the mobile regenerates its supply of the associated stat. For instance trolls have a regenRateHitpoints value of 200 which means they regenerate their hitpoints at 200% of normal. In layman's terms, they regen at twice the speed of most races.
@race->regenRateHitpoints [G] ...
@race->regenRateMana [G] ...
@race->regenRateMoves [G] ...

Flags
Miscellaneous race specific flags. To set a flag you can assign the value 1, to disable a flag you can assign the value 0.
@race->flags->isPcRace [G] ...
@race->flags->isTrainable [G] ...
@race->flags->isSkinnable [G] ...

Wear Locations
The following flags denote flags that determine whether a mobile of the given race can wear equipment in the associated equipment slot. To set a flag you can assign the value 1, to disable a flag you can assign the value 0.
@race->wear->fingers [G] ...
@race->wear->neck [G] ...
@race->wear->body [G] ...
@race->wear->head [G] ...
@race->wear->legs [G] ...
@race->wear->feet [G] ...
@race->wear->hands [G] ...
@race->wear->arms [G] ...
@race->wear->shield [G] ...
@race->wear->about [G] ...
@race->wear->waist [G] ...
@race->wear->wrist [G] ...
@race->wear->wield [G] ...
@race->wear->hold [G] ...

Innate Abilities/Affects
The following fields determine innate abilities and effects that a mobile of the given race is automatically and permanently granted when it is created. In some cases (such as vampires) a merging of the racial flags takes place. Hence a reptilian vampire can both fly and breathe water.
@race->affects->antiMagic [G] ...
@race->affects->blind [G] ...
@race->affects->chillTouch [G] ...
@race->affects->comprehension [G] ...
@race->affects->cursed [G] ...
@race->affects->darkRegenBonus15 [G] ...
@race->affects->darkRegenBonus30 [G] ...
@race->affects->deadlyPoison [G] ...
@race->affects->deathsDoor [G] ...
@race->affects->depravity [G] ...
@race->affects->detectAura [G] ...
@race->affects->detectInvisible [G] ...
@race->affects->detectMagic [G] ...
@race->affects->dodge [G] ...
@race->affects->evilOrigin [G] ...
@race->affects->fear [G] ...
@race->affects->feebleMind [G] ...
@race->affects->fieryVortex [G] ...
@race->affects->fistsOfFury [G] ...
@race->affects->fly [G] ...
@race->affects->footParalysis [G] ...
@race->affects->forestRegenBonus25 [G] ...
@race->affects->forestRegenBonus50 [G] ...
@race->affects->goodOrigin [G] ...
@race->affects->handParalysis [G] ...
@race->affects->hide [G] ...
@race->affects->hitpointsRegenBonus100 [G] ...
@race->affects->hitpointsRegenPenalty50 [G] ...
@race->affects->infravision [G] ...
@race->affects->insanity [G] ...
@race->affects->invisible [G] ...
@race->affects->invulnerable [G] ...
@race->affects->lichTouch [G] ...
@race->affects->manaRegenBonus100 [G] ...
@race->affects->manaRegenPenalty50 [G] ...
@race->affects->manaShield [G] ...
@race->affects->moveImpaired [G] ...
@race->affects->movesRegenBonus100 [G] ...
@race->affects->movesRegenPenalty50 [G] ...
@race->affects->paralysis [G] ...
@race->affects->parry [G] ...
@race->affects->poisoned [G] ...
@race->affects->protectFromEvil [G] ...
@race->affects->regenerate [G] ...
@race->affects->sanctuary [G] ...
@race->affects->senseLife [G] ...
@race->affects->shide [G] ...
@race->affects->shockingGrasp [G] ...
@race->affects->sickness [G] ...
@race->affects->silenced [G] ...
@race->affects->sneak [G] ...
@race->affects->summoned [G] ...
@race->affects->superFlee [G] ...
@race->affects->superHunt [G] ...
@race->affects->vampireDaywalk [G] ...
@race->affects->waterBreath [G] ...
@race->affects->waterRegenBonus25 [G] ...
@race->affects->waterRegenBonus50 [G] ...
@race->affects->waterWalk [G] ...