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diff --git a/stone_soup/crawl-ref/source/unrand.h b/stone_soup/crawl-ref/source/unrand.h deleted file mode 100644 index ae38b07de8..0000000000 --- a/stone_soup/crawl-ref/source/unrand.h +++ /dev/null @@ -1,1138 +0,0 @@ -/* - * 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 |