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Guide: Items

This document describes the format of proto\items\xxxxxxxx.pro ,which stores item data. xxxxxxxx is usually the Item Id, but some exceptions are:

xxxxxxxx Item Id
00000001 2
00000002 9
00000003 1
00000004 8
00000005 6
00000006 12
00000007 13
00000008 14
00000009 5
00000010 11
00000011 10
00000012 4
00000013 7
00000014 3

Example: The item file for Item Id 397 is proto\items\00000397.pro, but the item file for Item Id 5 is proto\items\00000009.pro instead of proto\items\00000005.pro.

Unless specified, all values are in big-endian fashion.

Offset Length (byte) Description
00h - 03h 4 Item Id
04h - 07h 4 Item Id multiplied by 100. Use this value to locate the description of the item in text\english\game\pro_item.msg
08h - 0Bh 4 Frame of the item (when it was on the ground). Example: this value for Vindicator Minigun is 1Fh (31). Look at line #31 (line #0 means the 1st line, so actually it is the 32nd line) of art\items\items.lst, and you'll find "minigun.frm". ( art\items\minigun.frm)
1Bh 1 Attack mode. This value is meaningful only for weapon items. This single-byte value can be divided into two nibbles, and each nibble means: 0: None 1: Punch 3: Swing 4: Thrust 5: Throw 6: Shoot 7: Burst 8: FlameExample: this value for Spear is 54h, which means its attack mode 2 is Throw (5) and attack mode 1 is Thrust (4).
23h 1 Item type: (refer to line #23 - 29 of text\english\game\proto.msg) 0: Armor 1: Container 2: Drug 3: Weapon 4: Ammo 5: Misc 6: Key
24h - 27h 4 Material type: refer to text\english\game\proto.msg 0: Glass 1: Metal 2: Plastic
2Ch - 2Fh 4 Weight
30h - 33h 4 Base price
34h - 37h 4 Frame of the item (when it was in the inventory). Example: this value for Vindicator Minigun is 117h (279). Look at line #279 (line #0 means the 1st line, so actually it is the 280th line) of art\inven\inven.lst, and you'll find "vminigun.frm". (art\inven\vminigun.frm)
38h - indefinite Bytes after offset 38h have different interpretations for different item types. See tables below.

Weapon Item Type

Offset Length (byte) Description
3Ch 1 Frame of the figure when he/she was holding the weapon. 0: None 1: Knife 2: Bat 3: Sledgehammer 4: Spear 5: Energy Gun 6: Small Gun 7: Sub-machinegun 8: Big Gun 9: Minigun 10: Rocket Launcher Example: this value for Vindicator Minigun is 9, which means when the figure is holding it, it looks like he/she is holding a minigun.
3Dh - 40h 4 Minimum damage
41h - 44h 4 Maximum damage
48h 1 Damage type: (refer to line #44 - 50 of text\english\game\proto.msg) 0: Normal 1: Laser 2: Fire 3: Plasma 4: Electrical 5: EMP 6: Explosion Note: EMP (Electromagnetic Pulse) inflicts no damage on biological entities.
49h - 4Ch 4 Range for mode 1
4Dh - 50h 4 Range for mode 2
51h 1 Where firing frame is taken form01: proto_crit 05: proto_misc
52h - 54h 3 Firing frame00 or FF: None 01: Rocket 02: Plasma 03: Explosion Other firing frames please refer to text\english\game\pro\misc.msg
55h - 58h 4 Min ST to use weapon
59h - 5Ch 4 Action points for attack mode 1.
5Dh - 60h 4 Action points for attack mode 2.
61h - 64h 4 Action points for reload.
65h - 68h 1 Special weapon properites3A: Long Range (+40%) 3B: Medium Range (+20%) 3C/FF: Normal Range (+0%) 40: Scope (+60%, bad short range)
41: One point reload 42: Laser (same % in light and dark conditions) Note: The % is the characters shooting percentage at any range, the values modify his ability to hit his target regardless of the his skill.
69h - 6Ch 4 Number of ammo fired per shot in burst mode.
6Dh - 70h 4 Caliber types: 0: None 1: Rocket 2: Flamethrower Fuel 3: C Energy Cell 4: D Energy Cell 5: .223 6: 5mm 7: .40 cal Other caliber types please refer to line #55 - 73 of text\english\game\proto.msg
71h - 74h 4 Item Id of default ammo. Example: this value for Vindicator Minigun is 167h (359), which is the item id for "4.7mm Caseless".
75h - 78h 4 Capacity
79h 1 firing sound id

Ammo Item Type

Offset Length (byte) Description
39h - 3Ch 4 Caliber types: 0: None 1: Rocket 2: Flamethrower Fuel Other caliber types please refer to line #55 - 73 of text\english\game\proto.msg
3Dh - 40h 4 Number of ammo in a magazine
41h - 44h 4 AC modifier
45h - 48h 4 DR modifier
49h - 4Ch 4 AC damage modifier
4Dh - 50h 4 DR damage modifier

Armor Item Type

refer to armor.htm to see what # refers to what armor
Offset Length (byte) Description
39h - 3Ch 4 Armor class (AC)
3Dh - 40h 4 Normal Damage Resistance (DR)
41h - 44h 4 DR Laser
45h - 48h 4 DR Fire
49h - 4Ch 4 DR Plasma
4Dh - 50h 4 DR Electrical
51h - 54h 4 DR EMP
55h - 58h 4 DR Explosion
59h - 5Ch 4 Normal Damage Threshold (DT)
5Dh - 60h 4 DT Laser
61h - 64h 4 DT Fire
65h - 68h 4 DT Plasma
69h - 6Ch 4 DT Electrical
6Dh - 70h 4 DT EMP
71h - 74h 4 DT Explosion
7Ah - 7Ch 3 What a male hero will look like in the armor
7Eh - 80h 3 What a female hero will look like in the armor

Drug Item Type
(Added on March 3,1999)

Offset Length (byte) Description
39h - 3Ch 4 Stat to be affected by taking the drug. We'll call this Stat Id 1. Values can be 0: Strength 1:Perception 2:Endurance 3:Charisma 4: Intelligence 5:Agility 6:Luck 7:Max HP 8: Max AP Other values please refer to line #7 - 44 of text\english\game\stat.msg
3Dh - 40h 4 Stat Id 2, the same as above.
41h - 44h 4 Stat Id 3, the same as above.
45h - 48h 4 Modifier for Stat Id 1, immediate effect
49h - 4Ch 4 Modifier for Stat Id 2, immediate effect
4Dh - 50h 4 Modifier for Stat Id 3, immediate effect
51h - 54h 4 Mid-term effect will take place after this value (unit: minute. In the game, use Pipboy to get current time.)
55h - 58h 4 Modifier for Stat Id 1, mid-term effect
59h - 5Ch 4 Modifier for Stat Id 2, mid-term effect
5Dh - 60h 4 Modifier for Stat Id 3, mid-term effect
61h - 64h 4 Long-term effect will take place after this value (unit: minute.) This value cannot be less than the mid-term value.
65h - 68h 4 Modifier for Stat Id 1, long-term effect
69h - 6Ch 4 Modifier for Stat Id 2, long-term effect
6Dh - 70h 4 Modifier for Stat Id 3, long-term effect

I'll take Psycho (Item Id: 110) as the example:

The stat ids for Psycho are 5h, 4h and 18h, which means taking a dose of Psycho will affect character's agility (AG), intelligence (IN), and damage resistance (DR). Its immediate effects are: increasing AG by 3h, IN by FFFFFFFDh (which is -3, so actually IN decreases), and DR by 32h (50).

After F0h (240) minutes, its mid-term effects are: increasing AG by FFFFFFFDh (-3), IN by 1h, and DR by FFFFFFE7h (-25).

After 1E0h (480) minutes , its long-term effects are: increasing AG by 0h, IN by 2h, and DR by FFFFFFE7h (-25).

Copyleft 1999 by Borg Locutus (dystopia@iname.com)
corrections and additions made by Grendelin (grendelin@hotmail.com)