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author | dploog <dploog@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-12-07 15:57:38 +0000 |
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committer | dploog <dploog@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-12-07 15:57:38 +0000 |
commit | e5619f6af0ad4e49cff6425f19ccfefb24a1d3b8 (patch) | |
tree | bd406acf6ad7b15cb6bf2845709702cc8344ca74 /crawl-ref/source/dat/database/randname.txt | |
parent | 3ce915baeaa6f7decfa33e6b9b381f4a6191512c (diff) | |
download | crawl-ref-e5619f6af0ad4e49cff6425f19ccfefb24a1d3b8.tar.gz crawl-ref-e5619f6af0ad4e49cff6425f19ccfefb24a1d3b8.zip |
Some more words for artefact books.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7765 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/dat/database/randname.txt')
-rw-r--r-- | crawl-ref/source/dat/database/randname.txt | 126 |
1 files changed, 70 insertions, 56 deletions
diff --git a/crawl-ref/source/dat/database/randname.txt b/crawl-ref/source/dat/database/randname.txt index bac648890f..f699730a98 100644 --- a/crawl-ref/source/dat/database/randname.txt +++ b/crawl-ref/source/dat/database/randname.txt @@ -1,25 +1,20 @@ -###################################################### +############################################################################### # Randart Names # ------------- # randname.txt: lookup randart type # -# This file contains the lists of keywords (and their -# weights) for some lookup phrases of randart type, -# namely "weapon", "armour" and "jewellery" as well as -# in combination with those gods that occasionally -# gift randarts, i.e. "Trog weapon", "Okawaru weapon", -# "Okawaru armour", "Xom weapon", "Xom armour" and -# "Xom jewellery". Incidentally, they are listed in -# precisely that order. At the end of the file you -# will also find a few lists of adjectives used for +# This file contains the lists of keywords (and their weights) for some lookup +# phrases of randart type, namely "weapon", "armour" and "jewellery" as well +# as in combination with those gods that occasionally gift randarts, i.e. +# "Trog weapon", "Okawaru weapon", "Okawaru armour", "Xom weapon", "Xom armour" +# and "Xom jewellery". Incidentally, they are listed in precisely that order. +# At the end of the file you will also find a few lists of adjectives used for # unidentified randart appearances. # -# The syntax for keywords is the same as that of -# monster speech (see monster_speech.txt for the full -# details). Any phrase encased in '@' symbols is one -# the database will recognise as a keyword that needs -# to be replaced. Definitions of such keywords can be -# found in 4 different places: +# The syntax for keywords is the same as that of monster speech (details are in +# monster_speech.txt). Any phrase encased in '@' symbols is one the database +# will recognise as a keyword that needs to be replaced. Definitions of such +# keywords can be found in 4 different places: # # o rand_wpn.txt - keywords used mainly for weapons # o rand_arm.txt - keywords used mainly for armour @@ -27,9 +22,8 @@ # as well as for all three types # o hardcoded (randart.cc) # -# The latter allows the use of phrases elsewhere -# defined in Crawl. The list of hardcoded keywords is -# as follows: +# The latter allows the use of phrases elsewhere defined in Crawl. The list of +# hardcoded keywords is as follows: # # * player_name - player-chosen character name # * player_species - species of the character @@ -37,38 +31,28 @@ # * god_name - name of a random Crawl god # * xom_name - one of Xom's long names # -# In the case of god_name this actually allows some -# more refined handling. In fact, the god will not be -# picked entirely at random as there are some -# restrictions to make sure that e.g. no good god is -# chosen for evil weapons, that Beogh isn't matched -# with orc slaying, or that Zin doesn't get picked for +# In the case of god_name this actually allows some more refined handling. In +# fact, the god will not be picked entirely at random as there are some +# restrictions to make sure that e.g. no good god is chosen for evil weapons, +# that Beogh isn't matched with orc slaying, or that Zin doesn't get picked for # randarts with mutagenic properties. # -# Randart names may only have a maximum length of 25 -# symbols (spaces included). This comparison takes -# place after all replacements have been taken care -# of, and the name is thus complete. If a name turns -# out to be longer than this threshold, the game -# will roll another one. +# Randart names may only have a maximum length of 25 symbols (spaces included). +# This comparison takes place after all replacements have been taken care of, +# and the name is thus complete. If a name turns out to be longer than this +# threshold, the game will roll another one. # -# Note that weapons and armour use database names for -# only half of all randarts created (the others are -# entirely random names), for jewellery this is only -# the case for one in five randarts. These chances -# are hardcoded. +# Note that weapons and armour use database names for only half of all randarts +# created (the others are entirely random names), for jewellery this is only +# the case for one in five randarts. These chances are hardcoded. # -# Feel free to play around with the keywords or their -# weights. The default weight of an entry is w:10, and -# an entry is picked with a chance of its weight out -# of the sum of all weights for entries in a group. -# Consequently if you set the weight of a keyword to -# a really high value (say, 10,000) you can test how -# it looks in the game. Even better, if you have -# wizard mode compiled in (check the in-game 'V'ersion -# information) you can use the wizard command '&o' to -# create objects and '&+' to turn an ordinary object -# into a randart. +# Feel free to play around with the keywords or their weights. The default +# weight of an entry is w:10, and an entry is picked with a chance of its +# weight out of the sum of all weights for entries in a group. Consequently if +# you set the weight of a keyword to a really high value (say, 10,000) you can +# test how it looks in the game. Even better, if you have wizard mode compiled +# in (check in-game '?V' version information) you can use the wizard command +# '&o' to create objects and '&+' to turn an ordinary object into a randart. # # Have fun! ###################################################### @@ -649,13 +633,12 @@ w:160 # Jewellry appearance ###################################################### # -# While for the appearance of randart weapons and armour you can -# just stick an adjective in front of the object type name ("bloodstained -# dagger"), unidentified non-artefact jewellry is described with both an -# adjective and material ("runed wooden ring"), making a description -# like "runed ring" a bit weird. So give randart jewellery an adjective -# that no non-artefact jewellery would have, plus a material that a -# non-artefact might or might not have. +# While for the appearance of randart weapons and armour you can just stick an +# adjective in front of the object type name ("bloodstained dagger"), +# unidentified non-artefact jewellry is described with both an adjective and +# material ("runed wooden ring"), making a description like "runed ring" a bit +# weird. So give randart jewellery an adjective that no non-artefact jewellery +# would have, plus a material that a non-artefact might or might not have. jewellery appearance scintillating @@ -809,7 +792,7 @@ Book Tome -Grimoir +Grimoire Almanach @@ -820,11 +803,17 @@ Volume Compendium Handbook + +Incunabulum + +Papyrus %%%% book_adjective glistering +sparkling + levitating droning @@ -832,18 +821,43 @@ droning conspicuous inconspicuous + +colourful + +graven + +engraved + +antique + +yellowed + +rare %%%% book_magic Magic +Theurgy + +the Arcane Arts + +Rites and Rhymes + +Secret Knowledge + Casting Wizardry +Sorcery + +Witchcraft + +Witchery + Bewitchment -Sorcery %%%% level book |