#include  "vme.h"
#ifndef _MUD_VALUES_H
#define _MUD_VALUES_H
/*defines for commands.def*/
#define TYPE_SOCIAL 0x0001
#define TYPE_SKILL 0x0002
/*
	*	Pc Races:
	*
	*	when changing the Pc races make sure you make  adjustments to races.def
	*	and to abilities.def as necessary.
	*
*/

#define POLICE_ACADEMY    "$Police Member"
#define POLICE_BANNED     "$Police Banned"
#define GUILD_UDG_FIGHTER "Udgaard Fighter"
#define GUILD_UDG_THIEF   "Udgaard Thief"
#define GUILD_UDG_CLERIC  "Udgaard Healer"
#define GUILD_UDG_MAGE    "Udgaard Conjurer"
#define GUILD_PALADIN     "Midgaard Paladin"
#define GUILD_SORCERER    "Midgaard Sorcerer"
#define GUILD_ASSASSIN    "Khorsabad Assassin"
#define GUILD_MYSTIC      "Midgaard Mystic"
#define GUILD_NECROMANCER "Necromancer"
#define QUEST_RABBIT_ONGOING  "Rabbit Stew Ongoing"
#define QUEST_RABBIT_COMPLETE "Rabbit Stew Complete"
#define QUEST_POT_COMPLETE    "Mary's Pot Retrieved"

#define RACE_HUMAN           0     /* PC race */
#define RACE_ELF             1     /* PC race */
#define RACE_DWARF           2     /* PC race */
#define RACE_HALFLING        3     /* PC race */
#define RACE_GNOME           4     /* PC race */
#define RACE_HALF_ORC        5
#define RACE_HALF_OGRE       6
#define RACE_HALF_ELF        7
#define RACE_BROWNIE         8
#define RACE_GROLL           9
#define RACE_DARK_ELF       10
/*Insert any new definitions here... */
/*check values.h for max number of races.*/
/* keep in mind if you need more ask the vme coders.*/

/*
	*	Weapon defines:
	*
	*	When changing the weapons defines make sure you  remember to change
	*	the weapons.def and messages files.
	*
*/

#define WPN_BATTLE_AXE    7  /* Two Handed */
#define WPN_HAND_AXE      8
#define WPN_WAR_MATTOCK   9  /* Two Handed */
#define WPN_WAR_HAMMER   10

#define WPN_GREAT_SWORD  11  /* Two Handed */
#define WPN_SCIMITAR     12
#define WPN_KATANA       13
#define WPN_FALCHION     14
#define WPN_KOPESH       15
#define WPN_BROAD_SWORD  16
#define WPN_LONG_SWORD   17
#define WPN_RAPIER       18
#define WPN_SHORT_SWORD  19
#define WPN_DAGGER       20

#define WPN_BATTLE_MACE  21  /* Two Handed */
#define WPN_MACE         22
#define WPN_BATTLE_CLUB  23  /* Two handed */
#define WPN_CLUB         24
#define WPN_MORNING_STAR 25
#define WPN_FLAIL        26

#define WPN_QUARTERSTAFF 27
#define WPN_SPEAR        28
#define WPN_HALBERD      29
#define WPN_BARDICHE     30
#define WPN_SICKLE       31
#define WPN_SCYTHE       32  /* Two handed */
#define WPN_TRIDENT      33

#define WPN_FIST         34
#define WPN_KICK         35
#define WPN_BITE         36
#define WPN_STING        37
#define WPN_CLAW         38
#define WPN_CRUSH        39

#define WPN_WHIP         40
#define WPN_WAKIZASHI    41
#define WPN_BOW          42 /* Here down to Staff are Rangers Guild Jan 98 */
#define WPN_CROSSBOW     43
#define WPN_SLING        44
#define WPN_FIGHTING_STAFF 45 /* Two handed */
#define WPN_SABER        46
#define WPN_CUTLASS      47
#define WPN_MACHETE      48
#define WPN_LANCE        49
#define WPN_SHOCK_LANCE  50
#define WPN_PIKE         51
#define WPN_GREAT_AXE    52
#define WPN_BATTLE_SWORD 53
#define WPN_WAR_MAUL     54
#define WPN_KNEE         55
#define WPN_ELBOW        56
#define LAST_WEAPON      56
/*check values.h for max number of weapons.*/
/* keep in mind if you need more ask the vme coders.*/

/*
	*	Skill defines:
	*
	*	Remember if you add to the skills defines you need to make the
	*	necessary changes to skills.def and to the commands.def
	*
*/
#define SKI_TURN_UNDEAD        0
#define SKI_SCROLL_USE         1
#define SKI_WAND_USE           2
#define SKI_CONSIDER           3
#define SKI_DIAGNOSTICS        4
#define SKI_APPRAISAL          5
#define SKI_VENTRILOQUATE      6
#define SKI_WEATHER_WATCH      7
#define SKI_FLEE               8
#define SKI_SNEAK              9
#define SKI_BACKSTAB          10
#define SKI_HIDE              11
#define SKI_FIRST_AID         12
#define SKI_PICK_LOCK         13
#define SKI_STEAL             14
#define SKI_RESCUE            15
#define SKI_SEARCH            16
#define SKI_LEADERSHIP        17
#define SKI_KICK              18
#define SKI_SWIMMING          19
#define SKI_BASH              20
#define SKI_CLIMB             21
#define SKI_SHIELD            22
#define SKI_TRIP              23
#define SKI_DUAL_WIELD        24
#define SKI_CUFF              25
#define SKI_RESIZE_CLOTHES    26
#define SKI_RESIZE_LEATHER    27
#define SKI_RESIZE_METAL      28
#define SKI_EVALUATE          29 /* "Fake skill to simulate combinations */
#define SKI_PEEK              30
#define SKI_PICK_POCKETS      31
#define SKI_FILCH             32
#define SKI_DISARM            33
#define SKI_SKIN            34
#define SKI_SHELTER           35
#define SKI_SOOTHE            36
#define SKI_AMBUSH            37
#define SKI_CURARE            38
#define SKI_FASHION           39
#define SKI_BUTCHER           40
#define SKI_LAY_TRAP          41
#define SKI_SHOOT             42
#define SKI_HERBS             43
#define SKI_FORAGE            44
#define SKI_DOWSE             45
#define SKI_TRACK             46
#define SKI_HUNT              47
#define SKI_THROW             48
#define SKI_COOK              49
#define SKI_SCAN              50
#define SKI_SLIP              51
#define SKI_PALM              52
#define SKI_PLANT             53
#define SKI_STALK             54
#define SKI_KNEE              55
#define SKI_ELBOW             56
#define SKI_HIT               57
#define SKI_PUNCH             58
#define SKI_GLANCE            59
#define LAST_SKILL            59
/* Insert any new definitions here... */
/*check values.h for max number of weapons.*/
/* keep in mind if you need more ask the vme coders.*/

/*
	*	Spell defines:
	*
	*	Remember when adding or removing spells from the defines you also
	*	need to change spells.def and recompile the zone with the spells in it.
	*
*/

#define SPL_CALL_LIGHTNING    12  /* Cell Group  */
#define SPL_BLESS             13  /* D I V I N E */
#define SPL_CURSE             14
#define SPL_REMOVE_CURSE      15
#define SPL_CURE_WOUNDS_1     16
#define SPL_CURE_WOUNDS_2     17
#define SPL_CURE_WOUNDS_3     18
#define SPL_CAUSE_WOUNDS_1    19
#define SPL_CAUSE_WOUNDS_2    20
#define SPL_CAUSE_WOUNDS_3    21
#define SPL_DISPEL_EVIL       22
#define SPL_REPEL_UNDEAD_1    23
#define SPL_REPEL_UNDEAD_2    24
#define SPL_BLIND             25
#define SPL_CURE_BLIND        26
#define SPL_LOCATE_OBJECT     27
#define SPL_LOCATE_CHAR       28

#define SPL_RAISE_MAG         29  /* P R O T E C T I O N */
#define SPL_RAISE_DIV         30
#define SPL_RAISE_STR         31
#define SPL_RAISE_DEX         32
#define SPL_RAISE_CON         33
#define SPL_RAISE_CHA         34
#define SPL_RAISE_BRA         35
#define SPL_SUN_RAY           36
#define SPL_DIVINE_RESIST     37
#define SPL_QUICKEN           38
#define SPL_HASTE             39
#define SPL_RAISE_SUMMONING   40
#define SPL_AWAKEN            41
#define SPL_MIND_SHIELD       42
#define SPL_HEAT_RESI         43
#define SPL_COLD_RESI         44
#define SPL_ELECTRICITY_RESI  45
#define SPL_POISON_RESI       46
#define SPL_ACID_RESI         47
#define SPL_PRO_EVIL          48
#define SPL_SANCTUARY         49
#define SPL_DISPEL_MAGIC      50
#define SPL_SUSTAIN           51
#define SPL_LOCK              52
#define SPL_UNLOCK            53
#define SPL_DROWSE            54
#define SPL_SLOW              55
#define SPL_DUST_DEVIL        56
#define SPL_DET_ALIGN         57  /* D E T E C T I O N */
#define SPL_DET_INVISIBLE     58
#define SPL_DET_MAGIC         59
#define SPL_DET_POISON        60
#define SPL_DET_UNDEAD        61
#define SPL_DET_CURSE         62
#define SPL_SENSE_LIFE        63
#define SPL_IDENTIFY_1        64
#define SPL_IDENTIFY_2        65

#define SPL_RANDOM_TELEPORT   66  /* S U M M O N I N G */
#define SPL_CLEAR_SKIES       67
#define SPL_STORM_CALL        68
#define SPL_WORD_OF_RECALL    69
#define SPL_CONTROL_TELEPORT  70
#define SPL_MINOR_GATE        71
#define SPL_GATE              72
#define SPL_CREATE_FOOD       73  /* C R E A T I O N */
#define SPL_CREATE_WATER      74
#define SPL_LIGHT_1           75
#define SPL_LIGHT_2           76
#define SPL_DARKNESS_1        77
#define SPL_DARKNESS_2        78
#define SPL_STUN              79
#define SPL_HOLD              80
#define SPL_ANIMATE_DEAD      81
#define SPL_LEATHER_SKIN      82
#define SPL_BARK_SKIN         83
#define SPL_CONTROL_UNDEAD    84
#define SPL_BONE_SKIN         85
#define SPL_STONE_SKIN        86
#define SPL_AID               87
#define SPL_COLOURSPRAY_1     88  /* M I N D */
#define SPL_COLOURSPRAY_2     89
#define SPL_COLOURSPRAY_3     90
#define SPL_INVISIBILITY      91
#define SPL_WIZARD_EYE        92
#define SPL_FEAR              93
#define SPL_CONFUSION         94
#define SPL_SLEEP             95
#define SPL_XRAY_VISION       96
#define SPL_SUMMER_RAIN       97
#define SPL_COMMAND           98
#define SPL_LEAVING           99
#define SPL_FIREBALL_1       100  /* H E A T */
#define SPL_FIREBALL_2       101
#define SPL_FIREBALL_3       102

#define SPL_FROSTBALL_1      103  /* C O L D */
#define SPL_FROSTBALL_2      104
#define SPL_FROSTBALL_3      105

#define SPL_LIGHTNING_1      106  /* C E L L */
#define SPL_LIGHTNING_2      107
#define SPL_LIGHTNING_3      108

#define SPL_STINKING_CLOUD_1 109  /* I N T E R N A L */
#define SPL_STINKING_CLOUD_2 110
#define SPL_STINKING_CLOUD_3 111
#define SPL_POISON           112
#define SPL_REMOVE_POISON    113
#define SPL_ENERGY_DRAIN     114
#define SPL_DISEASE_1        115
#define SPL_DISEASE_2        116
#define SPL_REM_DISEASE      117
#define SPL_ACIDBALL_1       118  /* E X T E R N A L */
#define SPL_ACIDBALL_2       119
#define SPL_ACIDBALL_3       120
#define SPL_FIND_PATH        121  /* Divine   */
#define SPL_DISPEL_GOOD      122
#define SPL_PRO_GOOD         123
#define SPL_TRANSPORT        124
#define SPL_FIRE_BREATH      125
#define SPL_FROST_BREATH     126
#define SPL_LIGHTNING_BREATH 127
#define SPL_ACID_BREATH      128
#define SPL_GAS_BREATH       129
#define SPL_LIGHT_BREATH     130
#define SPL_HOLD_MONSTER     131
#define SPL_HOLD_UNDEAD      132
#define SPL_RAISE_DEAD       133
#define SPL_RESURRECTION     134
#define SPL_UNDEAD_DOOR      135
#define SPL_LIFE_PROTECTION  136
#define SPL_ENERGY_BOLT      137
#define SPL_CLENCHED_FIST    138
#define SPL_METEOR_SHOWER    139
#define SPL_SUN_BEAM         140
#define SPL_SOLAR_FLARE      141
#define SPL_SUMMON_DEVIL     142
#define SPL_SUMMON_DEMON     143
#define SPL_SUMMON_FIRE      144
#define SPL_SUMMON_WATER     145
#define SPL_SUMMON_AIR       146
#define SPL_SUMMON_EARTH     147
#define SPL_CHARGE_WAND      148
#define SPL_CHARGE_STAFF     149
#define SPL_MENDING          150
#define SPL_REPAIR           151
#define SPL_RECONSTRUCT      152
#define SPL_SENDING          153
#define SPL_REFIT            154
#define SPL_FIND_WANTED      155
#define SPL_LOCATE_WANTED    156
#define SPL_SUN_GLOBE        157
#define SPL_MAGIC_CANDLE     158
#define SPL_SONIC_BREATH     159
#define SPL_SHARD_BREATH     160
#define SPL_CONE_SHARD       161
#define SPL_RAISE_HPP        162
#define SPL_MANA_BOOST       163  /* Creation */
#define SPL_TOTAL_RECALL     164
#define LAST_SPELL           165
/* Just insert any new spells here... just keep incrementing by one */

/* keep in mind if you need more ask the vme coders.*/

/*
	*	Monster Races:
	*
	*	Remember if you change  monster races values you must recompile all spells
	*	 skills, zones, and anything that has races so that they have the new
	*	values.
	*
*/

#define RACE_SKAVEN         120
#define RACE_GNOLL          121
#define RACE_GOBLIN         122
#define RACE_HOBGOBLIN      123
#define RACE_KOBOLD         124
#define RACE_NIXIE          125
#define RACE_NYMPH          126
#define RACE_OGRE           127
#define RACE_ORC            128
#define RACE_SATYR          129
#define RACE_FAUN           130
#define RACE_SPRITE         131
#define RACE_DRYAD          132
#define RACE_LEPRECHAUN     133
#define RACE_PIXIE          134
#define RACE_SYLPH          135
#define RACE_HERMIT         136
#define RACE_SHARGUGH       137
#define RACE_GIANT          138   /* Probably a humanoid..   */
#define RACE_WARDEN         139   /* Warden???             */
#define RACE_TROLL          140
#define RACE_NORSE_GOD      142   /* Hmmmm. probably need better categories */
#define RACE_MERMAID        145
#define RACE_SIREN          146
#define RACE_NAIAD          147
#define RACE_MERMAN         148
#define RACE_MINOTAUR       149
#define RACE_YETI           150

#define RACE_OTHER_HUMANOID 999

/* Is Giant a humanoid or a creature? */

#define RACE_BEAR           1000
#define RACE_DOG            1001
#define RACE_WOLF           1002
#define RACE_FOX            1003
#define RACE_CAT            1004
#define RACE_RABBIT         1005
#define RACE_DEER           1006
#define RACE_COW            1007
#define RACE_HARE           1008
#define RACE_GOAT           1009
#define RACE_EAGLE          1010
#define RACE_PIG            1011

#define RACE_DUCK           1100  /* This will interest the biologists... */
#define RACE_BIRD           1101  /* This will interest the biologists... */
#define RACE_RAT            1102
#define RACE_HORSE          1103
#define RACE_BADGER         1104
#define RACE_SKUNK          1105
#define RACE_BOAR           1106
#define RACE_MOUSE          1107
#define RACE_MONKEY         1108
#define RACE_PORCUPINE      1110
#define RACE_ELEPHANT       1112
#define RACE_CAMEL          1113
#define RACE_FERRET         1114
#define RACE_VULTURE        1115
#define RACE_SQUIRREL       1116
#define RACE_OWL            1117
#define RACE_LEMURE         1118  /* Half-monkey (Makier) */
#define RACE_ELK            1119  /* Larger deer (Whapiti-deer) */
#define RACE_LION           1120
#define RACE_TIGER          1121
#define RACE_LEOPARD        1122

#define RACE_OTHER_MAMMAL   1999

#define RACE_TREE           2000
#define RACE_VINE           2001
#define RACE_FLOWER         2002
#define RACE_SEAWEED        2003
#define RACE_CACTUS         2004

#define RACE_OTHER_PLANT    2999

#define RACE_MAGGOT         3000
#define RACE_BEETLE         3001
#define RACE_SPIDER         3002
#define RACE_COCKROACH      3003
#define RACE_BUTTERFLY      3004
#define RACE_ANT            3005
#define RACE_WORM           3006
#define RACE_LEECH          3008
#define RACE_DRAGONFLY      3009
#define RACE_MOSQUITO       3010

#define RACE_OTHER_INSECT   3999

#define RACE_LIZARD         4000
#define RACE_SNAKE          4001
#define RACE_FROG           4002
#define RACE_ALLIGATOR      4004
#define RACE_DINOSAUR       4005
#define RACE_CHAMELEON      4006
#define RACE_SCORPION       4007
#define RACE_TURTLE         4008
#define RACE_BAT            4009
#define RACE_TOAD           4010

#define RACE_OTHER_REPTILE  4999

#define RACE_CAVE_WIGHT     5001  /* Some kind a creature... */
#define RACE_UR_VILE        5002  /* Some kind a creature... */
#define RACE_STONE_RENDER   5003  /* Some kind a creature... */
#define RACE_VAMPIRE        5005
#define RACE_SLIME          5006
#define RACE_WYRM           5007
#define RACE_AUTOMATON      5008
#define RACE_UNICORN        5009

#define RACE_DRAGON_MIN     5010  /* For use with special object */
#define RACE_DRAGON_BLACK   5010
#define RACE_DRAGON_BLUE    5011
#define RACE_DRAGON_GREEN   5012
#define RACE_DRAGON_RED     5013
#define RACE_DRAGON_WHITE   5014
#define RACE_DRAGON_SILVER  5015
#define RACE_DRAGON_TURTLE  5016
#define RACE_DRAGON_LAVA    5017
#define RACE_DRAGON_SHADOW  5018
#define RACE_DRAGON_LIZARD  5019
#define RACE_DRAGON_MAX     5020  /* For use with special object */

#define RACE_LESSER_DEMON   5020  /* Approx. Level < 100          */
#define RACE_GREATER_DEMON  5021  /* Approx. Level > 100          */
#define RACE_SERVANT_DEMON  5022  /* Approx. < level 20           */
#define RACE_PRINCE_DEMON   5023  /* Almost god, max level 149 (no more!) */
#define RACE_LESSER_DEVIL   5025  /* Approx. Level < 100 */
#define RACE_GREATER_DEVIL  5026  /* Approx. Level > 100 */
#define RACE_SHADOW_DEVIL   5027
#define RACE_ARCH_DEVIL     5028


#define RACE_MEDUSA         5030
#define RACE_WINGED_HORSE   5031
#define RACE_GARGOYLE       5033
#define RACE_GOLEM          5034
#define RACE_YOGOLOTH       5035
#define RACE_MIST_DWELLER   5036

#define RACE_WEREWOLF       5037
#define RACE_WERERAT        5038

#define RACE_ELEMENTAL_AIR   5040
#define RACE_ELEMENTAL_EARTH 5041
#define RACE_ELEMENTAL_FIRE  5042
#define RACE_ELEMENTAL_FROST 5043
#define RACE_ELEMENTAL_WATER 5044
#define RACE_ELEMENTAL_LIGHT 5045

#define RACE_DEVOURER       5600
#define RACE_DANALEK        5601

#define RACE_FAMILIAR       5900 /* Weirdo race... */

#define RACE_OTHER_CREATURE 5999

#define RACE_ZOMBIE         6000
#define RACE_LICH           6001
#define RACE_GHOUL          6002
#define RACE_SKELETON       6003
#define RACE_GHOST          6004
#define RACE_SPIRIT         6005
#define RACE_MUMMIE         6006
#define RACE_BANSHEE        6007
#define RACE_NAGA_SOUL      6008

#define RACE_OTHER_UNDEAD   6999

#define RACE_CRAB           7000
#define RACE_SAND_SPIDER    7002
#define RACE_RIVER_LEECH    7003
#define RACE_SAND_CRAWLER   7004
#define RACE_SEA_HORSE      7005
#define RACE_SHARK          7006
#define RACE_LAMPREY        7007
#define RACE_MANTA_RAY      7008
#define RACE_CLIFF_HUGGER   7009
#define RACE_ALGAE_MAN      7010
#define RACE_WHELK          7011
#define RACE_OYSTER         7012
#define RACE_KRAKEN         7013
#define RACE_CAVE_FISHER    7014 /* Tiamat: lobster / spider breed */
#define RACE_OCTOPUS        7015
#define RACE_WHALE          7016
#define RACE_DOLPHIN        7017
#define RACE_EEL            7018

#define RACE_FISH           7998
#define RACE_OTHER_MARINE   7999
/*check values.h for max number of Monster races*/
/* keep in mind if you need more ask the vme coders.*/

/*
	*	Id values:
	*
	*	Remember to recompile any spell using the new id values you use.
	*	 Just replace the blank values with your new id.
	*
*/

#define ID_NBLESS                89
#define ID_FOCUS                90
#define ID_BLANK2                91
#define ID_BLANK3                92
#define ID_BLANK4                93
#define ID_BLANK5                94
#define ID_BLANK6                95
#define ID_BLANK7                96
#define ID_BLANK8                97
#define ID_BLANK9                98
#define ID_BLANK10               99
#define ID_BLANK11              100
/*check values.h for max number of id values*/
/* keep in mind if you need more ask the vme coders.*/

#endif /* _MUD_VALUES_H */