creating stable chaos
making patterns where there should be none
sewing order into the chaos
you spit in the face of random numbers, of chaos
wand { Category = WAND; [u][b] DefaultMainVolume = 125;[/b][/u] StrengthModifier = 50; BitmapPos = 0, 288; FormModifier = 30; DefaultSize = 30; NameSingular = "wand"; IsAbstract = true; Roundness = 5; CanBePiled = false; BreakEffectRangeSquare = 2; WieldedBitmapPos = 160, 352; TeleportPriority = 1000;
scroll { Category = SCROLL; [u][b] DefaultMainVolume = 250;[/b][/u] StrengthModifier = 25; BitmapPos = 16, 176; FormModifier = 20; DefaultSize = 30; NameSingular = "scroll"; MainMaterialConfig == PARCHMENT; IsAbstract = true; Roundness = 15; WieldedBitmapPos = 176, 144; AllowEquip = false; TeleportPriority = 300; }
can /* materialcontainer-> */ { DefaultSize = 10; Possibility = 450; Category = FOOD; [b][u] DefaultMainVolume = 50; DefaultSecondaryVolume = 500;[/u][/b] StrengthModifier = 50; /* BitmapPos depends on being full or not */ FormModifier = 15; NameSingular = "can"; /* Adjective and PostFix overridden */ MainMaterialConfig == IRON; SecondaryMaterialConfig = { 6, BANANA_FLESH, SCHOOL_FOOD, MUSHROOM_FLESH, PEA_SOUP, OMMEL_CERUMEN, OMMEL_SNOT; } MaterialConfigChances = { 6, 750, 5, 25, 5, 10, 10; } Roundness = 60; AttachedGod = NONE; WieldedBitmapPos = 176, 144; IsValuable = false; }As you can see, the volume scrolls need is double of what wands do, hence you can fit twice the amount of wands in a chest. The total volume a small chest can hold is 10k.
Config SMALL_CHEST; { NameSingular = "chest"; Adjective = "small"; DefaultSize = 50; StorageVolume = 10000; DefaultMainVolume = 5000;
return Enemy->ReceiveBodyPartDamage(Hitter, 3 + (RAND() & 3), FIRE, BodyPartIndex, Direction) || BaseSuccess;This is the line responsible for the fire damage of a flaming sword. It doesn't seem to consider the enchantment (the related functions don't seem to, either), so I suppose that just slash and pierce damage is increased.