# A note on variations. To create additional variations for weapons or armour, # simply create 1-5 images, e.g.: # # weapon_normal WEP_SOME_WEAPON # weapon_shiny # weapon_runed # weapon_glowing # weapon_randart # # If only the first line has a define on it, then the following images will be # considered as variations. If you don't have five, images will be reused for # multiple types. See tilepick.cc for more details. ##### Artefacts (fixed and unrandart) %include dc-unrand.txt #####NORMAL %sdir item/weapon %rim 1 ##Blunt club WPN_CLUB mace1 WPN_MACE mace2 mace3 mace_large1 WPN_GREAT_MACE mace_large2 flail1 WPN_FLAIL flail2 flail3 dire_flail1 WPN_DIRE_FLAIL dire_flail2 dire_flail3 %rim 0 morningstar1 WPN_MORNINGSTAR morningstar2 morningstar3 eveningstar1 WPN_EVENINGSTAR eveningstar2 eveningstar3 %rim 1 hammer1 WPN_HAMMER hammer2 bullwhip WPN_WHIP bullwhip2 %rim 0 sacred_scourge WPN_SACRED_SCOURGE trishula WPN_TRISHULA demon_whip WPN_DEMON_WHIP giant_club WPN_GIANT_CLUB giant_spiked_club WPN_GIANT_SPIKED_CLUB %rim 1 ##Edged dagger WPN_DAGGER dagger2 dagger3 %rim 0 short_sword1 WPN_SHORT_SWORD short_sword2 short_sword3 long_sword1 WPN_LONG_SWORD long_sword2 long_sword3 %rim 1 greatsword1 WPN_GREAT_SWORD greatsword2 %rim 0 falchion1 WPN_FALCHION falchion2 falchion3 %rim 1 scimitar1 WPN_SCIMITAR scimitar2 scimitar3 %rim 0 cutlass1 WPN_CUTLASS cutlass2 cutlass3 quickblade1 WPN_QUICK_BLADE quickblade2 quickblade3 bastard_sword WPN_BASTARD_SWORD bastard_sword2 bastard_sword3 bastard_sword_blessed WPN_BLESSED_BASTARD_SWORD claymore WPN_CLAYMORE claymore2 claymore3 WPN_BLESSED_CLAYMORE demon_blade WPN_DEMON_BLADE %rim 0 blessed_blade WPN_BLESSED_BLADE %rim 1 ##Axe hand_axe1 WPN_HAND_AXE hand_axe2 hand_axe3 %rim 0 war_axe1 WPN_WAR_AXE war_axe2 war_axe3 broad_axe1 WPN_BROAD_AXE broad_axe2 broad_axe3 battle_axe1 WPN_BATTLEAXE battle_axe2 battle_axe3 executioner_axe1 WPN_EXECUTIONERS_AXE executioner_axe2 executioner_axe3 %rim 1 ##Polearm %rim 0 spear1 WPN_SPEAR %rim 1 spear2 %rim 0 spear3 trident1 WPN_TRIDENT trident2 trident3 demon_trident WPN_DEMON_TRIDENT halberd1 WPN_HALBERD halberd2 halberd3 %rim 1 scythe1 WPN_SCYTHE scythe2 %rim 0 glaive1 WPN_GLAIVE glaive2 glaive3 bardiche1 WPN_BARDICHE bardiche2 bardiche3 ##Staff staff WPN_STAFF %rim 1 quarterstaff WPN_QUARTERSTAFF quarterstaff2 quarterstaff3 %rim 0 lajatang1 WPN_LAJATANG lajatang2 lajatang3 %rim 1 ##Ranged %sdir item/weapon/ranged blowgun1 WPN_BLOWGUN blowgun2 sling1 WPN_HUNTING_SLING sling2 %rim 0 greatsling WPN_GREATSLING greatsling2 shortbow1 WPN_SHORTBOW shortbow2 shortbow3 hand_crossbow WPN_HAND_CROSSBOW hand_crossbow2 hand_crossbow3 arbalest1 WPN_ARBALEST arbalest2 arbalest3 triple_crossbow WPN_TRIPLE_CROSSBOW triple_crossbow2 longbow1 WPN_LONGBOW longbow2 longbow3 %sdir item/weapon/brands %rim 0 # The order of weapon brands must be identical to the one defined # in itemprop-enum.h. i-flaming BRAND_FLAMING BRAND_WEP_FIRST i-freezing BRAND_FREEZING i-holy_wrath BRAND_HOLY_WRATH i-electrocution BRAND_ELECTROCUTION # Remove _slaying brands when TAG_MAJOR_VERSION > 34 i-confusion BRAND_ORC_SLAYING i-confusion BRAND_DRAGON_SLAYING # End removals i-venom BRAND_VENOM i-protection BRAND_PROTECTION i-draining BRAND_DRAINING i-speed BRAND_SPEED i-vorpal BRAND_VORPAL i-flaming BRAND_FLAME i-freezing BRAND_FROST i-vampirism BRAND_VAMPIRISM i-pain BRAND_PAIN %rim 1 i-antimagic BRAND_ANTIMAGIC %rim 0 i-distortion BRAND_DISTORTION # Remove when TAG_MAJOR_VERSION > 34 i-confusion BRAND_REACHING # Move i-returning down to missile-only brands when TAG_MAJOR_VERSION > 34 i-returning BRAND_RETURNING i-chaos BRAND_CHAOS i-evasion BRAND_EVASION # Move i-confusion down to missile-only brands when TAG_MAJOR_VERSION > 34 i-confusion BRAND_CONFUSION i-penetration BRAND_PENETRATION i-reaping BRAND_REAPING BRAND_WEP_LAST # missile-only brands, order doesn't matter i-dispersal BRAND_DISPERSAL i-explosion BRAND_EXPLOSION i-venom BRAND_POISONED i-curare BRAND_CURARE i-electrocution BRAND_ELECTRIC i-sickness BRAND_SICKNESS i-slowing BRAND_SLOWING i-paralysis BRAND_PARALYSIS i-frenzy BRAND_FRENZY i-sleep BRAND_SLEEP %rim 1 %sdir item/weapon/ranged ######OBJ_MISSILES stone MI_STONE # flying stone effect/stone0 MI_STONE0 sling_bullet1 MI_SLING_BULLET sling_bullet2 steel_sling_bullet1 MI_SLING_BULLET_STEEL steel_sling_bullet2 silver_sling_bullet1 MI_SLING_BULLET_SILVER silver_sling_bullet2 # flying bullets effect/sling_bullet0 MI_SLING_BULLET0 effect/sling_bullet_runed0 effect/steel_sling_bullet0 MI_SLING_BULLET_STEEL0 effect/steel_sling_bullet_runed0 effect/silver_sling_bullet0 MI_SLING_BULLET_SILVER0 effect/silver_sling_bullet_runed0 arrow1 MI_ARROW arrow2 steel_arrow1 MI_ARROW_STEEL steel_arrow2 silver_arrow1 MI_ARROW_SILVER silver_arrow2 # flying arrows effect/arrow0 MI_ARROW0 effect/arrow1 MI_ARROW1 effect/arrow2 MI_ARROW2 effect/arrow3 MI_ARROW3 effect/arrow4 MI_ARROW4 effect/arrow5 MI_ARROW5 effect/arrow6 MI_ARROW6 effect/arrow7 MI_ARROW7 crossbow_bolt1 MI_BOLT crossbow_bolt2 steel_crossbow_bolt1 MI_BOLT_STEEL steel_crossbow_bolt2 silver_crossbow_bolt1 MI_BOLT_SILVER silver_crossbow_bolt2 # flying bolts effect/bolt0 MI_BOLT0 effect/bolt1 MI_BOLT1 effect/bolt2 MI_BOLT2 effect/bolt3 MI_BOLT3 effect/bolt4 MI_BOLT4 effect/bolt5 MI_BOLT5 effect/bolt6 MI_BOLT6 effect/bolt7 MI_BOLT7 %rim 0 tomahawk1 MI_TOMAHAWK tomahawk2 steel_tomahawk MI_TOMAHAWK_STEEL silver_tomahawk MI_TOMAHAWK_SILVER # flying tomahawks effect/tomahawk0 MI_TOMAHAWK0 effect/tomahawk1 MI_TOMAHAWK1 effect/tomahawk2 MI_TOMAHAWK2 effect/tomahawk3 MI_TOMAHAWK3 effect/tomahawk4 MI_TOMAHAWK4 effect/tomahawk5 MI_TOMAHAWK5 effect/tomahawk6 MI_TOMAHAWK6 effect/tomahawk7 MI_TOMAHAWK7 %rim 1 needle1 MI_NEEDLE needle2 needle-p MI_NEEDLE_P needle-c MI_NEEDLE_CURARE # flying needles effect/needle0 MI_NEEDLE0 effect/needle1 MI_NEEDLE1 effect/needle2 MI_NEEDLE2 effect/needle3 MI_NEEDLE3 effect/needle4 MI_NEEDLE4 effect/needle5 MI_NEEDLE5 effect/needle6 MI_NEEDLE6 effect/needle7 MI_NEEDLE7 %rim 0 javelin1 MI_JAVELIN javelin2 steel_javelin1 MI_JAVELIN_STEEL steel_javelin2 silver_javelin1 MI_JAVELIN_SILVER silver_javelin2 %rim 1 # flying javelins effect/javelin0 MI_JAVELIN0 effect/javelin1 MI_JAVELIN1 effect/javelin2 MI_JAVELIN2 effect/javelin3 MI_JAVELIN3 effect/javelin4 MI_JAVELIN4 effect/javelin5 MI_JAVELIN5 effect/javelin6 MI_JAVELIN6 effect/javelin7 MI_JAVELIN7 throwing_net MI_THROWING_NET # flying nets effect/throwing_net0 MI_THROWING_NET0 effect/throwing_net1 MI_THROWING_NET1 effect/throwing_net2 MI_THROWING_NET2 effect/throwing_net3 MI_THROWING_NET3 effect/throwing_net4 MI_THROWING_NET4 effect/throwing_net5 MI_THROWING_NET5 effect/throwing_net6 MI_THROWING_NET6 effect/throwing_net7 MI_THROWING_NET7 %rim 0 rock MI_LARGE_ROCK # flying rock effect/rock0 MI_LARGE_ROCK0 ######OBJ_ARMOUR %sdir item/armour robe1 ARM_ROBE ARM_ROBE_FIRST robe2 ARM_ROBE_LAST robe_ego1 ARM_ROBE_EGO_FIRST robe_ego2 ARM_ROBE_EGO_LAST robe_art1 ARM_ROBE_ART_FIRST robe_art2 ARM_ROBE_ART_LAST leather_armour1 ARM_LEATHER_ARMOUR leather_armour2 leather_armour3 ring_mail1 ARM_RING_MAIL ring_mail2 ring_mail3 scale_mail1 ARM_SCALE_MAIL scale_mail2 scale_mail3 chain_mail1 ARM_CHAIN_MAIL chain_mail2 chain_mail3 plate1 ARM_PLATE_ARMOUR plate2 plate3 crystal_plate ARM_CRYSTAL_PLATE_ARMOUR crystal_plate2 crystal_plate3 %rim 1 animal_skin1 ARM_ANIMAL_SKIN animal_skin2 troll_hide ARM_TROLL_HIDE troll_leather_armour ARM_TROLL_LEATHER_ARMOUR green_dragon_scales ARM_FIRE_DRAGON_HIDE green_dragon_scale_mail ARM_FIRE_DRAGON_ARMOUR ice_dragon_hide ARM_ICE_DRAGON_HIDE ice_dragon_armour ARM_ICE_DRAGON_ARMOUR silver_dragon_scales ARM_STEAM_DRAGON_HIDE silver_dragon_scale_mail ARM_STEAM_DRAGON_ARMOUR mottled_dragon_hide ARM_MOTTLED_DRAGON_HIDE mottled_dragon_armour ARM_MOTTLED_DRAGON_ARMOUR blue_dragon_scales ARM_STORM_DRAGON_HIDE blue_dragon_scale_mail ARM_STORM_DRAGON_ARMOUR gold_dragon_hide ARM_GOLD_DRAGON_HIDE gold_dragon_armour ARM_GOLD_DRAGON_ARMOUR swamp_dragon_hide ARM_SWAMP_DRAGON_HIDE swamp_dragon_armour ARM_SWAMP_DRAGON_ARMOUR pearl_dragon_hide ARM_PEARL_DRAGON_HIDE pearl_dragon_armour ARM_PEARL_DRAGON_ARMOUR cloak1_leather ARM_CLOAK cloak2 cloak3 cloak4 %sdir item/armour/bardings naga_barding_blue ARM_NAGA_BARDING naga_barding_metal naga_barding_magenta naga_barding_red centaur_barding_blue ARM_CENTAUR_BARDING centaur_barding_metal centaur_barding_magenta centaur_barding_red %sdir item/armour/shields %rim 0 buckler1 ARM_BUCKLER buckler2 buckler3 %rim 1 buckler_spriggan ARM_BUCKLER_SPRIGGAN shield1 ARM_SHIELD shield2 shield3 large_shield1 ARM_LARGE_SHIELD large_shield2 large_shield3 shield_dd SHIELD_DEEP_DWARF shield_dd_scion SHIELD_DEEP_DWARF_SCION lshield_dd_dk LARGE_SHIELD_DEEP_DWARF_DEATH_KNIGHT %rim 0 shield_donald SHIELD_DONALD lshield_louise LSHIELD_LOUISE %rim 1 %sdir item/armour/headgear #####ARM_HELMET elven_leather_helm THELM_CAP cap_jester THELM_CAP_JESTER hat1 THELM_HAT hat2 helmet1 THELM_HELM THELM_FIRST helmet2 helmet3 helmet4 helmet5 THELM_LAST helmet_ego1 THELM_EGO_FIRST helmet_ego2 helmet_ego3 helmet_ego4 THELM_EGO_LAST helmet_art1 THELM_ART_FIRST helmet_art2 helmet_art3 THELM_ART_LAST %sdir item/armour ###### GLOVES glove1 ARM_GLOVES glove2 glove3 glove4 glove5 ###### BOOTS boots1_brown ARM_BOOTS boots2_jackboots boots3_stripe boots4_green ### Armour brands # The order of armour brands must be identical to the one defined # in itemprop-enum.h. %sdir item/armour/brands i-running BRAND_ARM_RUNNING BRAND_ARM_FIRST i-fire-res BRAND_ARM_FIRE_RESISTANCE i-cold-res BRAND_ARM_COLD_RESISTANCE i-poison-res BRAND_ARM_POISON_RESISTANCE i-see-invis BRAND_ARM_SEE_INVISIBLE i-darkness BRAND_ARM_DARKNESS i-strength BRAND_ARM_STRENGTH i-dexterity BRAND_ARM_DEXTERITY i-intelligence BRAND_ARM_INTELLIGENCE i-ponderous BRAND_ARM_PONDEROUSNESS i-flying BRAND_ARM_FLYING i-magic-res BRAND_ARM_MAGIC_RESISTANCE i-protection BRAND_ARM_PROTECTION %rim 0 i-stealth BRAND_ARM_STEALTH %rim 1 i-resistance BRAND_ARM_RESISTANCE i-positive-energy BRAND_ARM_POSITIVE_ENERGY i-archmagi BRAND_ARM_ARCHMAGI i-preservation BRAND_ARM_PRESERVATION i-reflection BRAND_ARM_REFLECTION i-spirit BRAND_ARM_SPIRIT_SHIELD i-archery BRAND_ARM_ARCHERY i-jumping BRAND_ARM_JUMPING BRAND_ARM_LAST ###########OBJ_WANDS %sdir item/wand %rim 0 gem_iron WAND_OFFSET UNSEEN_WAND gem_brass gem_bone gem_wood gem_copper gem_gold gem_silver gem_bronze gem_ivory gem_glass gem_lead gem_plastic %rim 1 %sdir item/wand #### These must be in the same order as the enum in itemprop-enum.h! i-flame WAND_FLAME WAND_ID_FIRST i-frost WAND_FROST i-slowing WAND_SLOWING i-hasting WAND_HASTING i-magic_darts WAND_MAGIC_DARTS i-heal_wounds WAND_HEAL_WOUNDS i-paralysis WAND_PARALYSIS i-fire WAND_FIRE i-cold WAND_COLD i-confusion WAND_CONFUSION i-invisibility WAND_INVISIBILITY i-digging WAND_DIGGING i-fireball WAND_FIREBALL i-teleportation WAND_TELEPORTATION i-lightning WAND_LIGHTNING i-polymorph WAND_POLYMORPH i-enslavement WAND_ENSLAVEMENT i-draining WAND_DRAINING i-random_effects WAND_RANDOM_EFFECTS i-disintegration WAND_DISINTEGRATION WAND_ID_LAST #################OBJ_FOOD %sdir item/food meat_ration FOOD_MEAT_RATION UNSEEN_FOOD bread_ration FOOD_BREAD_RATION apple FOOD_FRUIT_FIRST apricot banana choko grape lemon lychee orange pear rambutan snozzcumber strawberry FOOD_FRUIT_LAST fruit FOOD_FRUIT_INVENTORY beef_jerky FOOD_BEEF_JERKY lump_of_royal_jelly FOOD_ROYAL_JELLY pizza FOOD_PIZZA %rim 0 bone_humanoid1 FOOD_BONE_HUMANOID bone_humanoid2 bone_humanoid3 bone_humanoid4 bone1 FOOD_BONE bone2 bone3 bone4 %rim 1 chunk FOOD_CHUNK chunk_rotten FOOD_CHUNK_ROTTEN %back chunk chunk_brands/i-poison FOOD_CHUNK_POISONED chunk_brands/i-mutation FOOD_CHUNK_MUTAGENIC chunk_brands/i-decay FOOD_CHUNK_ROTTING chunk_brands/i-forbidden FOOD_CHUNK_FORBIDDEN chunk_brands/i-sickness FOOD_CHUNK_CONTAMINATED %back chunk_rotten chunk_brands/i-poison FOOD_CHUNK_ROTTEN_POISONED chunk_brands/i-mutation FOOD_CHUNK_ROTTEN_MUTAGENIC chunk_brands/i-decay FOOD_CHUNK_ROTTEN_ROTTING chunk_brands/i-forbidden FOOD_CHUNK_ROTTEN_FORBIDDEN chunk_brands/i-sickness FOOD_CHUNK_ROTTEN_CONTAMINATED %back none chunk_brands/i-poison FOOD_POISONED chunk_brands/i-mutation FOOD_MUTAGENIC chunk_brands/i-decay FOOD_ROTTING chunk_brands/i-forbidden FOOD_FORBIDDEN chunk_brands/i-sickness FOOD_CONTAMINATED chunk_brands/i-rotten FOOD_INEDIBLE #################OBJ_UNKNOWN_I ##################OBJ_SCROLLS %sdir item/scroll scroll SCROLL UNSEEN_SCROLL #### These must be in the same order as the enum in itemprop-enum.h! %sdir item/scroll %back scroll-yellow i-identify SCR_IDENTIFY SCR_ID_FIRST %back scroll-purple i-teleportation SCR_TELEPORTATION %back scroll-blue i-fear SCR_FEAR %back scroll-grey i-noise SCR_NOISE %back scroll-yellow i-remove_curse SCR_REMOVE_CURSE %back scroll-brown i-unholy_creation SCR_UNHOLY_CREATION %back scroll-green i-enchant-weapon SCR_ENCHANT_WEAPON i-enchant_armour SCR_ENCHANT_ARMOUR %back scroll-red i-torment SCR_TORMENT %back scroll-grey i-random_uselessness SCR_RANDOM_USELESSNESS %back scroll-grey i-curse_weapon SCR_CURSE_WEAPON i-curse_armour SCR_CURSE_ARMOUR i-immolation SCR_IMMOLATION %back scroll-purple i-blinking SCR_BLINKING %back scroll-yellow i-magic_mapping SCR_MAGIC_MAPPING %back scroll-blue i-fog SCR_FOG %back scroll-cyan i-acquirement SCR_ACQUIREMENT %back scroll-green #if TAG_MAJOR_VERSION == 34 # Remove the two i-enchant-weapon i-enchant-weapon SCR_ENCHANT_WEAPON_II i-brand-weapon SCR_BRAND_WEAPON i-recharging SCR_RECHARGING i-enchant-weapon SCR_ENCHANT_WEAPON_III %back scroll-red i-holy_word SCR_HOLY_WORD i-vulnerability SCR_VULNERABILITY %back scroll-red i-silence SCR_SILENCE %back scroll-yellow i-amnesia SCR_AMNESIA %back scroll-grey i-curse-jewellery SCR_CURSE_JEWELLERY SCR_ID_LAST %back none ##################OBJ_JEWELLERY ############ring %sdir item/ring %rim 0 wooden RING_NORMAL_OFFSET UNSEEN_RING silver gold iron steel tourmaline brass copper granite ivory ruby tiger_eye jade glass ###########random %rim 0 agate RING_RANDOM_OFFSET RING_COL_FIRST clay diamond emerald gold_green gold_red opal pearl coral gold_blue plain_red plain_yellow plain_black bronze moonstone RING_COL_LAST ###########randarts %sdir item/ring/randarts %rim 0 four-colour RING_RANDART_OFFSET green ice blood dark red-blue double anvil eye flower zircon fire pink bronze-flower snake #########ID-ed %sdir item/ring %rim 0 #### These must be in the same order as the enum in itemprop-enum.h! i-regeneration RING_REGENERATION RING_ID_FIRST i-protection RING_PROTECTION i-r-fire RING_PROTECTION_FROM_FIRE i-r-poison RING_POISON_RESISTANCE i-r-cold RING_PROTECTION_FROM_COLD i-str RING_STRENGTH i-slaying RING_SLAYING i-see-invis RING_SEE_INVISIBLE i-invisibility RING_INVISIBILITY i-loudness RING_LOUDNESS i-teleport RING_TELEPORTATION i-evasion RING_EVASION i-s-abil RING_SUSTAIN_ABILITIES i-stealth RING_STEALTH i-dex RING_DEXTERITY i-int RING_INTELLIGENCE i-wizardry RING_WIZARDRY i-magical-power RING_MAGICAL_POWER i-flight RING_FLIGHT i-life-protection RING_LIFE_PROTECTION i-r-magic RING_PROTECTION_FROM_MAGIC i-fire RING_FIRE i-ice RING_ICE i-c-teleport RING_TELEPORT_CONTROL RING_ID_LAST %rim 1 ###amulets %sdir item/amulet crystal_white AMU_NORMAL_OFFSET UNSEEN_AMULET stone3_blue face1_gold stone3_green stone2_red eye_magenta face2 penta_orange celtic_red cameo_blue bone_gray cylinder_gray ring_green ring_cyan ###random crystal_green AMU_RANDOM_OFFSET AMU_COL_FIRST cameo_orange celtic_blue eye_cyan penta_green ring_red stone1_cyan stone1_pink stone2_green stone3_magenta celtic_yellow stone1_green stone2_blue crystal_red eye_green AMU_COL_LAST %rim 0 ### ID-ed amulet # These must be in the same order as the enum in itemprop-enum.h! i-rage AMU_RAGE AMU_ID_FIRST i-clarity AMU_CLARITY i-warding AMU_WARDING i-r-corrosion AMU_RESIST_CORROSION i-gourmand AMU_THE_GOURMAND i-conservation AMU_CONSERVATION # Remove i-c-flight when TAG_MAJOR_VERSION > 34 i-c-flight AMU_CONTROLLED_FLIGHT i-inaccuracy AMU_INACCURACY i-r-mutation AMU_RESIST_MUTATION i-spirit AMU_SPIRIT_SHIELD i-faith AMU_FAITH i-stasis AMU_STASIS AMU_ID_LAST %rim 1 ####################OBJ_POTIONS %sdir item/potion unknown POTION_OFFSET UNSEEN_POTION brilliant_blue black silver cyan magenta orange dark ruby yellow emerald brown pink white %sdir item/potion %back i-label %rim 0 # These must be in the same order as the enum in enum.h! i-curing POT_CURING POT_ID_FIRST i-heal-wounds POT_HEAL_WOUNDS i-haste POT_HASTE i-might POT_MIGHT i-brilliance POT_BRILLIANCE i-agility POT_AGILITY # please remove these 3 when TAG_MAJOR_VERSION is bumped i-gain-strength POT_REMOVEME2 i-gain-dexterity POT_REMOVEME3 i-gain-intelligence POT_REMOVEME4 i-flight POT_FLIGHT i-poison POT_POISON i-slowing POT_SLOWING i-cancel POT_CANCELLATION i-confusion POT_CONFUSION i-invisibility POT_INVISIBILITY i-porridge POT_PORRIDGE i-degeneration POT_DEGENERATION i-decay POT_DECAY # please remove when TAG_MAJOR_VERSION is bumped i-confusion POT_REMOVE_ME i-experience POT_EXPERIENCE i-magic POT_MAGIC i-restore-abilities POT_RESTORE_ABILITIES # please remove when TAG_MAJOR_VERSION is bumped i-strong-poison POT_STRONG_POISON i-berserk-rage POT_BERSERK_RAGE i-cure-mutation POT_CURE_MUTATION i-mutation POT_MUTATION i-resistance POT_RESISTANCE i-blood POT_BLOOD i-coagulated-blood POT_BLOOD_COAGULATED i-lignify POT_LIGNIFY i-good-mutation POT_BENEFICIAL_MUTATION POT_ID_LAST %back none %rim 1 ####################OBJ_UNKNOWN_II #####################OBJ_BOOKS ###0paperback / hardback 16 %sdir item/book book_of_the_dead BOOK_PAPER_OFFSET dark_blue BOOK_COL_FIRST dark_green cyan red purple tan light_gray dark_gray light_blue light_green turquoise pink magenta yellow white BOOK_COL_LAST ##########leather 8 parchment BOOK_LEATHER_OFFSET UNSEEN_BOOK leather tan plaid light_brown light_brown dark_brown dark_brown ###########metal 8 bronze BOOK_METAL_OFFSET copper silver gold glittering metal_blue metal_cyan metal_green ############papyrus 1 cloth BOOK_PAPYRUS ############manuals manual1 BOOK_MANUAL manual2 # randarts %sdir item/book/artefact wrinkled BOOK_RANDART_OFFSET vellum velvet thick buckle bookmark thin #####################OBJ_STAVES %sdir item/staff staff00 STAFF_OFFSET UNSEEN_STAFF staff01 staff02 staff03 staff04 staff05 staff06 staff07 staff08 staff09 # These must be in the same order as the enum in itemprop-enum.h! i-staff_wizardry STAFF_WIZARDRY STAFF_ID_FIRST i-staff_power STAFF_POWER i-staff_fire STAFF_FIRE i-staff_cold STAFF_COLD i-staff_poison STAFF_POISON i-staff_energy STAFF_ENERGY i-staff_death STAFF_DEATH i-staff_conjuration STAFF_CONJURATION # Remove when TAG_MAJOR_VERSION > 34 i-staff_enchantment STAFF_ENCHANTMENT i-staff_summoning STAFF_SUMMONING i-staff_air STAFF_AIR i-staff_earth STAFF_EARTH %rim 0 i-staff_channeling STAFF_CHANNELING STAFF_ID_LAST %sdir item/rod rod00 ROD rod01 rod02 rod03 rod04 rod05 rod06 rod07 rod08 rod09 # These must be in the same order as the enum in itemprop-enum.h! i-rod_lightning ROD_LIGHTNING ROD_ID_FIRST i-rod_summoning ROD_SUMMONING i-rod_ignition ROD_IGNITION i-rod_clouds ROD_CLOUDS i-rod_destruction ROD_DESTRUCTION i-rod_inaccuracy ROD_INACCURACY # Remove when TAG_MAJOR_VERSION > 34 i-rod_warding ROD_WARDING i-rod_shadows ROD_SHADOWS i-rod_striking ROD_STRIKING # Remove when TAG_MAJOR_VERSION > 34 i-rod_venom ROD_VENOM ROD_ID_LAST %rim 1 #OBJ_ORBS %sdir item/misc misc_orb ORB UNSEEN_ORB misc_orb2 #OBJ_MISCELLANY misc_bottle MISC_BOTTLED_EFREET %rim 0 misc_crystal MISC_CRYSTAL_BALL_OF_ENERGY UNSEEN_MISC misc_fan MISC_FAN_OF_GALES misc_fan_inert MISC_FAN_OF_GALES_INERT misc_lamp MISC_LAMP_OF_FIRE misc_lamp_inert MISC_LAMP_OF_FIRE_INERT misc_stone MISC_STONE_OF_TREMORS misc_stone_inert MISC_STONE_OF_TREMORS_INERT misc_phial MISC_PHIAL_OF_FLOODS misc_phial_inert MISC_PHIAL_OF_FLOODS_INERT %rim 1 misc_lantern MISC_LANTERN_OF_SHADOWS misc_horn MISC_HORN_OF_GERYON misc_box MISC_BOX_OF_BEASTS misc_disc MISC_DISC_OF_STORMS %rim 0 misc_sack MISC_SACK_OF_SPIDERS misc_deck MISC_DECK %start %compose misc_deck %compose i-deck_escape %finish %start %compose misc_deck %compose i-deck_destruction %finish # Remove dungeons when TAG_MAJOR_VERSION > 34 %start %compose misc_deck %compose i-deck_dungeons %finish %start %compose misc_deck %compose i-deck_summoning %finish %start %compose misc_deck %compose i-deck_wonders %finish %start %compose misc_deck %compose i-deck_punishment %finish %start %compose misc_deck %compose i-deck_war %finish %start %compose misc_deck %compose i-deck_changes %finish %start %compose misc_deck %compose i-deck_defense %finish misc_deck_rare MISC_DECK_RARE %start %compose misc_deck_rare %compose i-deck_escape %finish %start %compose misc_deck_rare %compose i-deck_destruction %finish # Remove dungeons when TAG_MAJOR_VERSION > 34 %start %compose misc_deck_rare %compose i-deck_dungeons %finish %start %compose misc_deck_rare %compose i-deck_summoning %finish %start %compose misc_deck_rare %compose i-deck_wonders %finish %start %compose misc_deck_rare %compose i-deck_punishment %finish %start %compose misc_deck_rare %compose i-deck_war %finish %start %compose misc_deck_rare %compose i-deck_changes %finish %start %compose misc_deck_rare %compose i-deck_defense %finish misc_deck_legendary MISC_DECK_LEGENDARY %start %compose misc_deck_legendary %compose i-deck_escape %finish %start %compose misc_deck_legendary %compose i-deck_destruction %finish # Remove dungeons when TAG_MAJOR_VERSION > 34 %start %compose misc_deck_legendary %compose i-deck_dungeons %finish %start %compose misc_deck_legendary %compose i-deck_summoning %finish %start %compose misc_deck_legendary %compose i-deck_wonders %finish %start %compose misc_deck_legendary %compose i-deck_punishment %finish %start %compose misc_deck_legendary %compose i-deck_war %finish %start %compose misc_deck_legendary %compose i-deck_changes %finish %start %compose misc_deck_legendary %compose i-deck_defense %finish misc_quad MISC_QUAD_DAMAGE %rim 1 %sdir item/misc/runes generic MISC_RUNE_OF_ZOT rune_tartarus MISC_RUNE_TARTARUS rune_cocytus MISC_RUNE_COCYTUS rune_dis MISC_RUNE_DIS rune_gehenna MISC_RUNE_GEHENNA rune_cerebov MISC_RUNE_CEREBOV rune_gloorx_vloq MISC_RUNE_GLOORX_VLOQ rune_mnoleg MISC_RUNE_MNOLEG rune_lom_lobon MISC_RUNE_LOM_LOBON rune_snake MISC_RUNE_SNAKE rune_swamp MISC_RUNE_SWAMP rune_shoals MISC_RUNE_SHOALS rune_spider MISC_RUNE_SPIDER rune_slime MISC_RUNE_SLIME rune_vaults MISC_RUNE_VAULTS rune_tomb MISC_RUNE_TOMB rune_abyss MISC_RUNE_ABYSS rune_demonic_1 MISC_RUNE_DEMONIC rune_demonic_2 rune_demonic_3 rune_demonic_4 rune_demonic_5 rune_demonic_6 rune_elven MISC_RUNE_ELVEN #OBJ_CORPSES #handled in dc-corpse.txt #OBJ_GOLD %sdir item/gold 01 GOLD01 02 GOLD02 03 GOLD03 04 GOLD04 05 GOLD05 06 GOLD06 07 GOLD07 08 GOLD08 09 GOLD09 10 GOLD10 16 GOLD16 19 GOLD19 23 GOLD23 25 GOLD25