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authordploog <dploog@c06c8d41-db1a-0410-9941-cceddc491573>2008-12-07 15:57:38 +0000
committerdploog <dploog@c06c8d41-db1a-0410-9941-cceddc491573>2008-12-07 15:57:38 +0000
commite5619f6af0ad4e49cff6425f19ccfefb24a1d3b8 (patch)
treebd406acf6ad7b15cb6bf2845709702cc8344ca74 /crawl-ref/source/dat/database/randname.txt
parent3ce915baeaa6f7decfa33e6b9b381f4a6191512c (diff)
downloadcrawl-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.txt126
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