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diff --git a/crawl-ref/source/unrand.h b/crawl-ref/source/unrand.h new file mode 100644 index 0000000000..ae38b07de8 --- /dev/null +++ b/crawl-ref/source/unrand.h @@ -0,0 +1,1138 @@ +/* + * File: unrand.cc + * Summary: Definitions for unrandom artifacts. + * Written by: Linley Henzell + * + * Change History (most recent first): + * <3> 7 Aug 2001 MV Added many new items + * <2> 5/09/99 JDJ Cekugob no longer has fire and cold + * resistances. + * <1> -/--/-- LRH Created + */ +#ifndef UNRAND_H +#define UNRAND_H + +#include "defines.h" + +/* + List of "unrandom" artefacts. Not the same as "fixed" artefacts, which are + completely hardcoded (eg Singing Sword, Wrath of Trog). + note: the order of the list doesn't matter + Because the list numbering starts at 1, the last entry is the highest value + which can be given to NO_UNRANDARTS (eg if the list consists of randarts no + 1, 2 or 3, NO_UNRANDARTS must be set to 3 or lower, but probably not to 0). + Setting it higher could cause nasty problems. + + Okay, so the steps to adding a new unrandart go as follows: + 1) - Fill in a new entry below, using the following guidelines: + true name: The name which is displayed when the item is id'd + un-id'd name: obvious + class: weapon, armour etc + type: long sword, plate mail etc. Jewellery unrandarts have the powers of + their base types in addition to anything else. + plus: For weapons, plus to-hit. For armour, plus. For jewellery, irrelevant. + But add 100 to make the item stickycursed. Note that the values for + wpns and armr are +50. + plus2: For wpns, plus to-dam. Curses are irrelevant here. Mostly unused + for armr and totally for rings. Armour: if boots, plus2 == 1 means + naga barding; 2 means centaur barding. If headgear, 1 means helmet, + 2 means helm, 3 means cap, 4 means wizard's hat. + colour: Obvious. Don't use BLACK, use DARKGREY instead. + + * Note * any exact combination of class, type, plus & plus2 must be unique, + so (for example) you can't have two +5, +5 long swords in the list. Curses + don't count as distinguishing factors. + + brand: Weapons only. Have a look in enum.h for a list, and look in fight.cc + and describe.cc for the effects. + Range of possible values: see enum.h + + +/- to AC, ev, str, int, dex - These are pretty obvious. Be careful - a player + with a negative str, int or dex dies instantly, so avoid high penalties + to these stats. + Range: any, but be careful. + + res fire, res cold: Resists. Can be above 1; multiple sources of fire or cold + resist *are* cumulative. Can also be -1 (but probably not -2 or below) + for susceptibility. + Range: -1 to about 5, after which you'll become almost immune. + res elec: Resist electricity. Unlike fire and cold, resist electricity + reduces electrical damage to 0. This makes multiple resists irrelevant. + Also is no susceptibility, so don't use -1. + Range: 0 or 1. + res poison: same as res electricity. + Range: 0 or 1. + life prot: Stops energy draining and negative energy attacks. Not cumulative, + and no susceptibility here either. + Range: 0 or 1. + + res magic: This is cumulative, but no susceptibility. To be meaningful, + should be set to about 20 - 60. + Range: 0 to MAXINT probably, but about 100 is a realistic ceiling. + + see invis: Lets you see invisible things, but not submerged water beasts. + Range: 0 or 1. + turn invis: Gives you the ability to turn invisible using the 'a' menu. + levitate, blink, go berserk, sense surroundings: like turn invis. + Ranges for all these: 0 or 1. + + make noise: Irritate nearby creatures and disrupts rest. Weapons only. + Range: 1 - 4, for different types of noises (see special_wielded() in + it_use3.cc); 0 for none. + no spells: Prevents any spellcasting (but not scrolls or wands etc) + Range: 0 or 1. + teleport: Every now and then randomly teleports you. *Really* annoying. + Weapons only. + Range: 0 to about 15 (higher means more teleporting). + no teleport: Prevents the player from teleporting, except rarely when they're + forced to (eg banished to the Abyss). + Range: 0 or 1. + + force berserk: Every time you attack, you go berserk. Weapons only. + Range: 0 or 1. + speed metabolism: Makes you consume food faster. No effect on mummies. + Range: 0 to about 4. 4 would be horrible; 1 is annoying but tolerable. + mutate: makes you mutate, sometimes after a long delay. No effect on some + races (espec undead). + Range: 0 to about 4. + +/- to-hit/to-dam: Obvious. Affects both melee and missile. Should be left + at 0 for weapons, which get +s normally. + + cursed: 0 or 1. Sets the item's initial curse status. Cursed items + will tend to recurse themselves when rewielded. Maybe this should be + made to be a value that determines how often it will recurse? -- bwr + + stealth: -100 to 80. Adds to stealth value. + + Some currently unused properties follow, then: + + First string: is appended to the unrandart's 'V' description when id'd. + + Second string: replaces the thing at the start of a 'V' description. + If empty, uses the description of the unrandart's base type. Note: the + base type of a piece of unrandart jewellery is relevant to its function, so + don't obscure it unnecessarily. + + Then another unused string. + + 2) - Add one to the #define NO_UNRANDARTS line in randart.h + + 3) - Maybe increase the probability of an unrandart of the appropriate + type being created; look in dungeon.cc for this (search for "unrand"). + Forget this step if you don't understand it; it's of very little importance. + + Done! Now recompile and wait years for it to turn up. + + Note: changing NO_UNRANDARTS probably makes savefiles incompatible. + + */ + +/* This is a dummy, but still counts for NO_UNRANDARTS */ +/* 1 */ +{ + "Dum", "", +/* class, type, plus (to-hit), plus2 (depends on class), colour */ + 250, 250, 250, 250, 0, +/* Properties, all approx thirty of them: */ + { +/* brand, +/- to AC, +/- to ev, +/- to str, +/- to int, +/- to dex */ + 0, 0, 0, 0, 0, 0, +/* res fire, res cold, res elec, res poison, life protection, res magic */ + 0, 0, 0, 0, 0, 0, +/* see invis, turn invis, levitate, blink, teleport at will, go berserk */ + 0, 0, 0, 0, 0, 0, +/* sense surroundings, make noise, no spells, teleport, no teleprt */ + 0, 0, 0, 0, 0, +/* force berserk, speed metabolism, mutate, +/- to hit, +/- to dam (not weapons) */ + 0, 0, 0, 0, 0, +/* cursed, stealth */ + 0, 0 + } + , +/* Special description appended to the 'V' description */ + "", +/* Base description of item */ + "", +/* Unused string */ + "" +} +, + + +/* 2 */ +{ + "long sword \"Bloodbane\"", "blackened long sword", + OBJ_WEAPONS, WPN_LONG_SWORD, +7, +8, DARKGREY, + { + SPWPN_VORPAL, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 1, // berserk + 0, 0, 0, 0, 0, + 1, 0, 0, 0, 0, // force berserk + 0, -20 // stealth + } + , + "", + "", + "" +} +, + +/* 3 */ +{ + "ring of Shadows", "black ring", + OBJ_JEWELLERY, RING_INVISIBILITY, 0, 0, DARKGREY, + { + 0, 0, 4, 0, 0, 0, // EV + 0, 0, 0, 0, 1, 0, // life prot + 1, 0, 0, 0, 0, 0, // see invis + 0, 0, 0, 0, 0, + 0, 0, 0, -3, 0, // to hit + 0, 10 // stealth + } + , + "", + "", + "" +} +, + +/* 4 */ +{ + "long sword of Flaming Death", "smoking long sword", + OBJ_WEAPONS, WPN_LONG_SWORD, +6, +2, RED, + { + SPWPN_FLAMING, 0, 0, 0, 0, 0, + 2, -1, 0, 1, 0, 20, // res fire, cold, poison, magic + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, + 0, 0 + } + , + "", + "", + "" +} +, + +/* 5 */ +{ + "shield of Ignorance", "dull large shield", + OBJ_ARMOUR, ARM_LARGE_SHIELD, +5, 0, BROWN, + { + 0, 2, 2, 0, -6, 0, // AC, EV, int + 0, 0, 0, 0, 1, 0, // life prot + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, + 1, 0 // cursed + } + , + "", + "", + "" +} +, + + +/* 6 */ +{ + "Holy Armour of Zin", "glowing golden plate mail", + OBJ_ARMOUR, ARM_PLATE_MAIL, +6, 0, YELLOW, + { + 0, 0, 0, 3, 0, 0, // str + 0, 0, 0, 0, 2, 50, // life prot, magic + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, + 0, 0 + } + , + "", + "A suit of mail and large plates of golden metal.", + "" +} +, + +/* 7 */ +{ + "robe of Augmentation", "silk robe", + OBJ_ARMOUR, ARM_ROBE, +4, 0, LIGHTRED, + { + 0, 0, 0, 2, 2, 2, // str, int, dex + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, + 0, 0 + } + , + "", + "A robe made of the finest silk.", + "" +} +, + +/* 8 */ +{ + "mace of Brilliance", "brightly glowing mace", + OBJ_WEAPONS, WPN_MACE, +5, +5, WHITE, + { + SPWPN_HOLY_WRATH, 3, 0, 0, 0, 0, // AC + 0, 0, 0, 0, 1, 0, // life prot + 1, 0, 0, 0, 0, 0, // see invis + 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, + 0, -20 // stealth + } + , + "", + "", + "" +} +, + +/* 9 */ +{ + "cloak of the Thief", "tattered cloak", + OBJ_ARMOUR, ARM_CLOAK, +1, 0, DARKGREY, + { + 0, 0, 2, 0, 0, 2, // EV, dex + 0, 0, 0, 0, 0, 0, + 1, 1, 1, 0, 0, 0, // see invis, turn invis, levitate + 0, 0, 0, 0, 0, + 0, 0, 0, 0, -3, // to dam + 0, 60 // stealth + } + , + "It allows its wearer to excel in the arts of thievery.", + "", + "" +} +, + + + + +/* 10 */ +{ + "buckler \"Bullseye\"", "round buckler", + OBJ_ARMOUR, ARM_BUCKLER, +10, 0, RED, + { + 0, 0, -3, 0, 0, 0, // EV + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, + 0, 0 + } + , + "", + "", + "" +} +, + +/* 11 */ +{ + "crown of Dyrovepreva", "jewelled bronze crown", + OBJ_ARMOUR, ARM_HELMET, +3, THELM_SPECIAL, BROWN, + { + 0, 0, 0, 0, 2, 0, // int + 0, 0, 1, 0, 0, 0, // res elec + 1, 0, 0, 0, 0, 0, // see invis + 0, 0, 0, 0, 0, + 0, 1, 0, 0, 0, // speeds metabolism + 0, 0 + } + , + "", + "A large crown of dull bronze, set with a dazzling array of gemstones.", + "" +} +, + + +/* 12 */ +{ + "demon blade \"Leech\"", "runed demon blade", + OBJ_WEAPONS, WPN_DEMON_BLADE, +13, +4, MAGENTA, + { + SPWPN_VAMPIRICISM, -1, -1, -1, -1, -1, // AC, EV, str, int, dex + 0, 0, 0, 0, 1, 0, // life prot + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, + 1, 0 // cursed + } + , + "", + "", + "" +} +, + +/* 13 */ +{ + "amulet of Cekugob", "crystal amulet", + OBJ_JEWELLERY, AMU_WARDING, +0, 0, LIGHTGREY, + { + 0, 1, 1, 0, 0, 0, // AC, EV + 0, 0, 1, 1, 1, 0, // res elec, poison, life prot + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 1, // prevent teleport + 0, 2, 0, 0, 0, // speed metabolism + 0, 0 + } + , + "", + "", + "" +} +, + + +/* 14 */ +{ + "robe of Misfortune", "fabulously ornate robe", + OBJ_ARMOUR, ARM_ROBE, -5, 0, MAGENTA, + { + 0, 0, -4, -2, -2, -2, // EV, str, int, dex + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 1, 1, 0, // prevent spellcasting, cause teleport + 0, 0, 5, 0, 0, // radiation + 1, -80 // cursed, stealth + } + , + "", + "A splendid flowing robe of fur and silk.", + "" +} + +#ifdef USE_NEW_UNRANDS +, +/* 15 */ +{ + "dagger of Chilly Death", "sapphire dagger", + OBJ_WEAPONS, WPN_DAGGER, +2, +6, LIGHTBLUE, + { + SPWPN_FREEZING, 0, 0, 0, 0, 0, + -1, 2, 0, 1, 0, 20, // res fire, cold, poison, magic + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, + 0, 0 + } + , + "", + "A dagger made of one huge piece of sapphire.", + "" +} +, +/* 16 */ +{ + "amulet of the Four Winds", "jade amulet", + OBJ_JEWELLERY, AMU_CLARITY, +0, 0, LIGHTGREEN, + { + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 1, 60, // life prot, magic resistance + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, + 0, 0 + } + , + "", + "", + "" +} +, + +/* 17 */ +{ + "dagger \"Morg\"", "rusty dagger", + OBJ_WEAPONS, WPN_DAGGER, -1, +4, LIGHTRED, + { + SPWPN_PAIN, 0, 0, 0, 5, 0, // int + 0, 0, 0, 0, 0, 30, // res magic + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, + 0, 0 + } + , + "Many years ago it was the property of a powerful mage called " + "Boris. He got lost in the Dungeon while seeking the Orb. ", + "An ugly rusty dagger. ", + "" +} +, + +/* 18 */ +{ + "scythe \"Finisher\"", "blackened scythe", + OBJ_WEAPONS, WPN_SCYTHE, +3, +5, DARKGRAY, + { + SPWPN_SPEED, 0, 0, 3, 0, 0, // str + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, + 1, 0 // cursed + } + , + "", + "A long and sharp scythe, specially modified for combat purposes.", + "" +} +, + +/* 19 */ +{ + "sling \"Punk\"", "blue sling", + OBJ_WEAPONS, WPN_SLING, +3, +4, LIGHTBLUE, + { + SPWPN_FROST, 0, 0, 0, 0, 0, + 0, 1, 0, 0, 0, 0, // res cold + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, + 0, 0 + } + , + "", + "A sling made of weird blue leather.", + "" +} +, +/* 20 */ +{ + "bow of Krishna \"Sharnga\"", "golden bow", + OBJ_WEAPONS, WPN_BOW, +8, +8, YELLOW, + { + SPWPN_SPEED, 0, 0, 0, 0, 3, // dex + 0, 0, 0, 0, 0, 0, + 1, 0, 0, 0, 0, 0, // see invis + 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, + 0, 0 + } + , + "It once belonged to a foreign god. It works best with " + "special arrows which are not generally available.", + "A wonderful golden bow. ", + "" +} +, +/* 21 */ +{ + "cloak of Flash", "vibrating cloak", + OBJ_ARMOUR, ARM_CLOAK, +2, 0, RED, + { + 0, 0, 4, 0, 0, 0, // EV + 0, 0, 0, 0, 0, 0, + 0, 0, 1, 0, 1, 0, // levitate, teleport + 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, + 0, 0 + } + , + "", + "A vibrating cloak.", + "" +} +, +/* 22 */ +{ + "giant club \"Skullcrusher\"", "brutal giant club", + OBJ_WEAPONS, WPN_GIANT_CLUB, +0, +5, BROWN, + { + SPWPN_VORPAL, 0, 0, 5, 0, 0, // str + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, + 0, 0 + } + , + "", + "", + "" +} +, +/* 23 */ +{ + "boots of the Assassin", "soft boots", + OBJ_ARMOUR, ARM_BOOTS, +2, 0, BROWN, + { + 0, 0, 0, 0, 0, 3, // dex + 0, 0, 0, 0, 0, 0, + 0, 1, 0, 0, 0, 0, // turn invis + 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, + 0, 80 // stealth + } + , + "These boots were specially designed by the Assassin's Guild.", + "Some soft boots.", + "" +} +, +/* 24 */ +{ + "glaive of the Guard", "polished glaive", + OBJ_WEAPONS, WPN_GLAIVE, +5, +8, LIGHTCYAN, + { + SPWPN_PROTECTION, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 1, 0, 0, 0, 0, 1, // see invis, go berserk + 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, + 0, 0 + } + , + "This weapon once belonged to Gar Dogh, the guard of a king's treasures. " + "According to legend he was lost somewhere in the Dungeon.", + "", + "" +} +, +/* 25 */ +{ + "sword of Jihad", "crystal sword", + OBJ_WEAPONS, WPN_LONG_SWORD, +4, +4, WHITE, + { + SPWPN_HOLY_WRATH, 0, 3, 0, 0, 0, // EV + 0, 0, 0, 0, 1, 20, // life prot, res magic + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, + 1, 0, 0, 0, 0, // force berserk + 0, -50 // stealth (TSO hates backstab) + } + , + "This sword was The Shining One's gift to one of his paladins." , + "A long sword made of one huge piece of crystal.", + "" +} +, +/* 26 */ +{ + "Lear's chain mail", "golden chain mail", + OBJ_ARMOUR, ARM_CHAIN_MAIL, -1, 0, YELLOW, + { + 0, 0, 0, 0, 0, -3, // dex + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 1, 0, 0, // prevent spellcasting + 0, 0, 0, 0, 0, + 1, 0 // cursed + } + , + "", + "A chain mail made of pure gold.", + "" +} +, +/* 27 */ +{ + "skin of Zhor", "smelly skin", + OBJ_ARMOUR, ARM_ANIMAL_SKIN, +4, 0, BROWN, + { + 0, 0, 0, 0, 0, 0, + 0, 2, 0, 0, 0, 0, // res cold + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, + 0, 0 + } + , + "", + "The skin of some strange animal.", + "" +} +, +/* 28 */ +{ + "crossbow \"Fiery Devil\"", "flaming crossbow", + OBJ_WEAPONS, WPN_CROSSBOW, +4, +0, LIGHTRED, + { + SPWPN_FLAME, 0, 0, 0, 0, 0, + 1, 0, 0, 0, 0, 0, // res fire + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, + 0, 0 + } + , + "", + "A flaming crossbow.", + "" +} +, +/* 29 */ +{ + "salamander hide armour", "red leather armour", + OBJ_ARMOUR, ARM_LEATHER_ARMOUR, +3, 0, RED, + { + 0, 0, 0, 0, 0, 0, + 2, 0, 0, 0, 0, 0, // res fire + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, + 0, 0 + } + , + "", + "A leather armour made of salamander's skin.", + "" +} +, +/* 30 */ +{ + "gauntlets of War", "thick gauntlets", + OBJ_ARMOUR, ARM_GLOVES, +3, 0, BROWN, + { + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, + 0, 0, 0, 3, 3, // to hit, to dam + 0, 0 + } + , + "", + "", + "" +} +, +/* 31 */ +{ + "sword of Doom Knight", "adamantine great sword", + OBJ_WEAPONS, WPN_GREAT_SWORD, +4, +4, BLUE, + { + SPWPN_PAIN, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 50, // res magic + 0, 0, 0, 0, 0, 0, + 0, 0, 1, 0, 0, // prevent spellcasting + 0, 0, 0, 0, 0, + 0, 0 + } + , + "", + "An adamantine great sword.", + "" +} +, +/* 32 */ +{ + "shield of Resistance", "bronze shield", + OBJ_ARMOUR, ARM_SHIELD, +3, 0, LIGHTRED, + { + 0, 0, 0, 0, 0, 0, + 1, 1, 0, 0, 0, 40, // res fire, cold, magic + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, + 0, 0 + } + , + "", + "A bronze shield.", + "" +} +, +/* 33 */ +{ + "robe of Folly", "dull robe", + OBJ_ARMOUR, ARM_ROBE, -1, 0, LIGHTGRAY, + { + 0, 0, 0, 0, -5, 0, // int + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 1, 0, 0, // prevent spellcasting + 0, 0, 0, 0, 0, + 1, 0 // cursed + } + , + "", + "A dull gray robe.", + "" +} +, +/* 34 */ +{ + "necklace of Bloodlust", "blood-stained necklace", + OBJ_JEWELLERY, AMU_RAGE, +0, 0, RED, + { + 0, 0, 0, 2, -2, 0, // str, int + 0, 0, 0, 0, 0, 30, // res magic + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, + 1, 0, 0, 0, 3, // force berserk, to dam + 1, -20 // cursed, stealth + } + , + "", + "", + "" +} +, +/* 35 */ +{ + "\"Eos\"", "encrusted morningstar", + OBJ_WEAPONS, WPN_MORNINGSTAR, +5, +5, LIGHTCYAN, + { + SPWPN_ELECTROCUTION, 0, 0, 0, 0, 0, // morning -> bring light/sparks? + 0, 0, 1, 0, 0, 0, // res elec + 1, 0, 0, 0, 0, 0, // see invis + 0, 0, 0, 0, 1, // prevent teleportation + 0, 0, 0, 0, 0, + 0, 0 + } + , + "", + "", + "" +} +, +/* 36 */ +{ + "ring of Shaolin", "jade ring", + OBJ_JEWELLERY, RING_EVASION, +8, 0, LIGHTGREEN, + { + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, + 0, 0 + } + , + "", + "", + "" +} +, +/* 37 */ +{ + "ring of Robustness", "steel ring", + OBJ_JEWELLERY, RING_PROTECTION, +8, 0, LIGHTGRAY, + { + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, + 0, 0 + } + , + "", + "", + "" +} +, +/* 38 */ +{ + "Edison's patent armour", "weird-looking armour", + OBJ_ARMOUR, ARM_PLATE_MAIL, +10, 0, LIGHTGREEN, + { + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 1, 0, 1, // prevent spellcasting, prevent teleport + 0, 0, 0, 0, 0, + 1, 0 // cursed + } + , + "", + "A weird-looking armour.", + "" +} +, +/* 39 */ +{ + "spear of Voo-Doo", "ebony spear", + OBJ_WEAPONS, WPN_SPEAR, +2, +10, DARKGRAY, + { + SPWPN_VAMPIRICISM, 0, 0, 0, 0, 0, + 0, 0, 0, 1, 1, 0, // res poison, prot life + 0, 0, 0, 0, 0, 0, + 0, 3, 0, 0, 0, // noise + 0, 0, 0, 0, 0, + 0, -30 // stealth + } + , + "It's a really dark and malign artifact and no wise man would even touch it.", + "", + "" +} +, +/* 40 */ +{ + "trident of the Octopus king", "mangy trident", + OBJ_WEAPONS, WPN_TRIDENT, +10, +4, CYAN, + { + SPWPN_VENOM, 0, 0, 0, 0, 0, + 0, 0, 0, 1, 0, 50, // res poison, res magic + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, + 0, 0 + } + , + "This trident was stolen many years ago from the Octopus king's garden " + "by a really unimportant and already dead man. But beware of " + "the Octopus king's wrath!", + "", + "" +} +, +/* 41 */ +{ + "mask of the Dragon", "blue mask", + OBJ_ARMOUR, ARM_HELMET, +0, THELM_SPECIAL, BLUE, + { + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 40, // res magic + 1, 0, 0, 0, 0, 0, // see invis + 0, 0, 0, 0, 0, + 0, 0, 0, 2, 2, // to hit, to dam + 0, 0 + } + , + "", + "A blue mask.", + "" +} +, +/* 42 */ +{ + "mithril axe \"Arga\"", "mithril axe", + OBJ_WEAPONS, WPN_WAR_AXE, +10, +6, WHITE, + { + SPWPN_SPEED, 0, 0, 2, 0, 0, // str + 0, 0, 0, 0, 0, 30, // resist magic + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, + 0, 0 + } + , + "", + "A beautiful mithril axe, probably lost by some dwarven hero.", + "" +} +, +/* 43 */ +{ + "Elemental Staff", "black staff", + OBJ_WEAPONS, WPN_QUARTERSTAFF, +3, +1, DARKGRAY, + { + SPWPN_PROTECTION, 0, 0, 0, 0, 0, + 1, 1, 0, 0, 0, 60, // res fire, cold, magic + 0, 0, 0, 0, 0, 0, + 0, 1, 0, 0, 0, // noise + 0, 0, 0, 0, 0, + 0, 0 + } + , + "This powerful staff used to belong to the leader of" + " the Guild of Five Elements.", + "A black glyphic staff.", + "" +} +, +/* 44 */ +{ + "hand crossbow \"Sniper\"", "black crossbow", + OBJ_WEAPONS, WPN_HAND_CROSSBOW, +10, +0, DARKGRAY, + { + SPWPN_VENOM, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 1, 0, 0, 0, 0, 0, // see invis + 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, + 0, 0 + } + , + "", + "A hand crossbow made of some black material.", + "" +} +, +/* 45 */ +{ + "bow \"Erchidel\"", "metal bow", + OBJ_WEAPONS, WPN_BOW, +5, +3, CYAN, + { + SPWPN_PROTECTION, 0, 0, 3, 0, 0, // str + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, + 0, 0 + } + , + "", + "A metal bow.", + "" +} +, +/* 46 */ +{ + "robe of Night", "black robe", + OBJ_ARMOUR, ARM_ROBE, +4, 0, DARKGRAY, + { + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 30, // res magic + 1, 1, 0, 0, 0, 0, // see invis, turn invis + 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, + 0, 50 // stealth + } + , + "According to legend this robe was the gift of Ratri the Goddess of the Night " + "to one of her followers.", + "A long black robe made of strange flossy material.", + "" +} +, +/* 47 */ +{ + "plutonium sword", "glowing long sword", + OBJ_WEAPONS, WPN_LONG_SWORD, +5, +10, LIGHTGREEN, + { + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, + 0, 0, 6, 0, 0, // radiation + 1, -20 // cursed, stealth + } + , + "", + "A long sword made of weird glowing metal.", + "" +} +, +/* 48 */ +{ + "mace \"Undeadhunter\"", "steel mace", + OBJ_WEAPONS, WPN_MACE, +4, +6, LIGHTGRAY, + { + SPWPN_DISRUPTION, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 1, 0, // life prot + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, + 0, 0 + } + , + "", + "", + "" +} +, +/* 49 */ +{ + "armour of the Dragon King", "shiny dragon armour", + OBJ_ARMOUR, ARM_GOLD_DRAGON_ARMOUR, +5, 0, YELLOW, + { + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 50, // res magic (base gives fire, cold, poison) + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, + 0, 0 + } + , + "", + "", + "" +} +, +/* 50 */ +{ + "hat of the Alchemist", "dirty hat", + OBJ_ARMOUR, ARM_HELMET, +2, THELM_SPECIAL, MAGENTA, + { + 0, 0, 0, 0, 0, 0, + 1, 1, 1, 0, 0, 30, // res fire, cold, elec, magic + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, + 0, 0 + } + , + "", + "A dirty hat.", + "" +} +, +/* 51 */ +{ + "Fencer's gloves", "silk gloves", + OBJ_ARMOUR, ARM_GLOVES, +2, 0, WHITE, + { + 0, 0, 3, 0, 0, 3, // EV, dex + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, + 0, 0, 0, 5, 0, // to hit + 0, 0 + } + , + "", + "A pair of gloves made of white silk.", + "" +} +, +/* 52 */ +{ + "ring of the Mage", "sapphire ring", + OBJ_JEWELLERY, RING_WIZARDRY, +0, 0, LIGHTBLUE, + { + 0, 0, 0, 0, 3, 0, // int + 0, 0, 0, 0, 0, 50, // res magic + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, + 0, 0 + } + , + "", + "", + "" +} +#endif // USE_NEW_UNRANDS +, +/* This is a dummy */ +/* 1 */ +{ + "Dum", "", +/* class, type, plus (to-hit), plus2 (depends on class), colour */ + 250, 250, 250, 250, 0, +/* Properties, all approx thirty of them: */ + { +/* brand, +/- to AC, +/- to ev, +/- to str, +/- to int, +/- to dex */ + 0, 0, 0, 0, 0, 0, +/* res fire, res cold, res elec, res poison, life protection, res magic */ + 0, 0, 0, 0, 0, 0, +/* see invis, turn invis, levitate, blink, teleport at will, go berserk */ + 0, 0, 0, 0, 0, 0, +/* sense surroundings, make noise, no spells, teleport, no teleprt */ + 0, 0, 0, 0, 0, +/* force berserk, speed metabolism, mutate, +/- to hit, +/- to dam (not weapons) */ + 0, 0, 0, 0, 0, +/* some as yet unused properties */ + 0, 0 + } + , +/* 3 strings for describing the item in the 'V' display. */ + "", + "", + "" +} +#endif |