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-/*
- * 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