1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151
|
/*
* 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 30 - 50.
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.
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, unused */
0, 0
}
,
/* Special description appended to the 'V' description */
"",
/* Base description of item */
"",
/* Unused string */
""
}
,
/* 2 */
{ /* true name: */
"long sword \"Bloodbane\"", /* un-id'd name */ "blackened long sword",
/* class, type, plus (to-hit), plus2 (depends on class), colour */
OBJ_WEAPONS, WPN_LONG_SWORD, +7, +8, DARKGREY,
/* Properties, all approx thirty of them: */
{
/* brand, +/- to AC, +/- to ev, +/- to str, +/- to int, +/- to dex */
SPWPN_VORPAL, 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, 1,
/* 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) */
1, 0, 0, 0, 0,
/* some as yet unused properties */
0, 0
}
,
/* 3 strings for describing the item in the 'V' display. */
"",
"",
""
}
,
/* 3 */
{ /* true name: */
"ring of Shadows", /* un-id'd name */ "black ring",
/* class, type, plus (to-hit), plus2 (depends on class), colour */
OBJ_JEWELLERY, RING_INVISIBILITY, 0, 0, DARKGREY,
/* Properties, all approx thirty of them: */
{
/* brand, +/- to AC, +/- to ev, +/- to str, +/- to int, +/- to dex */
0, 0, 4, 0, 0, 0,
/* res fire, res cold, res elec, res poison, life protection, res magic */
0, 0, 0, 0, 1, 0,
/* see invis, turn invis, levitate, blink, teleport at will, go berserk */
1, 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, -3, 0,
/* some as yet unused properties */
0, 0
}
,
/* 3 strings for describing the item in the 'V' display. */
"",
"",
""
}
,
/* 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, 2, 0, 2,
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,
0, 0, 0, 0, 1, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0,
0, 0, 0, 0, 0,
1, 0
}
,
"",
"",
""
}
,
/* 6 */
{
"Holy Armour of Zin", "glowing golden plate mail",
OBJ_ARMOUR, ARM_PLATE_MAIL, +6, 0, YELLOW,
{
0, 0, 0, 3, 0, 0,
0, 0, 0, 0, 1, 50,
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, +0, 0, LIGHTRED,
{
0, 0, 0, 2, 2, 2,
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,
0, 0, 0, 0, 1, 0,
1, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0,
0, 0, 0, 0, 0,
0, 0
}
,
"",
"",
""
}
,
/* 9 */
{
"cloak of the Thief", "tattered cloak",
OBJ_ARMOUR, ARM_CLOAK, +1, 0, DARKGREY,
{
0, 0, 2, 0, 0, 2,
0, 0, 0, 0, 0, 0,
1, 1, 0, 0, 0, 0,
0, 0, 0, 0, 0,
0, 0, 0, 0, -3,
0, 0
}
,
"It allows its wearer to excell in the arts of thievery.",
"",
""
}
,
/* 10 */
{
"buckler \"Bullseye\"", "round buckler",
OBJ_ARMOUR, ARM_BUCKLER, +10, 0, RED,
{
0, 0, -3, 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
}
,
"",
"",
""
}
,
/* 11 */
{
"crown of Dyrovepreva", "jewelled bronze crown",
OBJ_ARMOUR, ARM_HELMET, +3, THELM_SPECIAL, BROWN,
{
0, 0, 0, 0, 2, 0,
0, 0, 1, 0, 0, 0,
1, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0,
0, 1, 0, 0, 0,
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,
0, 0, 0, 0, 1, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0,
0, 0, 0, 0, 0,
1, 0
}
,
"",
"",
""
}
,
/* 13 */
{
"amulet of Cekugob", "crystal amulet",
OBJ_JEWELLERY, AMU_WARDING, +0, 0, LIGHTGREY,
{
0, 1, 1, 0, 0, 0,
0, 0, 1, 1, 1, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 1,
0, 2, 0, 0, 0,
0, 0
}
,
"",
"",
""
}
,
/* 14 */
{
"robe of misfortune", "fabulously ornate robe",
OBJ_ARMOUR, ARM_ROBE, -5, 0, MAGENTA,
{
0, 0, -4, -2, -2, -2,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 1, 1, 0,
0, 0, 5, 0, 0,
1, 0
}
,
"",
"A splendid flowing robe of fur and silk.",
""
}
#ifdef USE_NEW_UNRANDS
,
/* 15 */
{
"dagger of Chilly Death", "saphire dagger",
OBJ_WEAPONS, WPN_DAGGER, +2, +5, LIGHTBLUE,
{
SPWPN_FREEZING, 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
}
,
"",
"A dagger made of one huge piece of saphire.",
""
}
,
/* 16 */
{
"amulet of Four Winds", "jade amulet",
OBJ_JEWELLERY, AMU_CLARITY, +0, 0, LIGHTGREEN,
{
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 1, 1,
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, 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
}
,
"Many years ago it was property of powerful mage called "
"Boris. He got lost in the Dungeon while seeking some kind of orb. ",
"An ugly rusty dagger. ",
""
}
,
/* 18 */
{
"scythe \"Finisher\"", "blackened scythe",
OBJ_WEAPONS, WPN_SCYTHE, +3, +5, DARKGRAY,
{
0, 0, 0, 3, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0,
0, 0, 0, 0, 0,
1, 0
}
,
"",
"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, 0, 0, 0, 0, 0,
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 */
{
"Krishna's bow", "golden bow",
OBJ_WEAPONS, WPN_BOW, +8, +8, YELLOW,
{
0, 0, 0, 0, 0, 3,
0, 0, 0, 0, 0, 0,
1, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0,
0, 0, 0, 0, 0,
0, 0
}
,
"It once belonged to one foreign god. It works best with some kind "
"of 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,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 1, 0,
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,
{
0, 0, 0, 5, 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
}
,
"",
"",
""
}
,
/* 23 */
{
"boots of Assassin", "soft boots",
OBJ_ARMOUR, ARM_BOOTS, +2, 0, BROWN,
{
0, 0, 0, 0, 0, 3,
0, 0, 0, 0, 0, 0,
0, 1, 0, 0, 0, 0,
0, 0, 0, 0, 0,
0, 0, 0, 0, 0,
0, 0
}
,
"These boots were specially designed by Assasin's Guild.",
"A 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,
0, 0, 0, 0, 0, 1,
0, 0, 0, 0, 0,
0, 0, 0, 0, 0,
0, 0
}
,
"This weapon once belonged to Gar Dogh the guard of 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,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0,
1, 0, 0, 0, 0,
0, 0
}
,
"This sword was 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,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 1, 0, 0,
0, 0, 0, 0, 0,
1, 0
}
,
"",
"A chain mail made of pure gold.",
""
}
,
/* 27 */
{
"skin of Zhor", "smelly skin",
OBJ_ARMOUR, ARM_ANIMAL_SKIN, +3, 0, BROWN,
{
0, 0, 0, 0, 0, 0,
0, 1, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0,
0, 0, 0, 0, 0,
0, 0
}
,
"",
"A skin of some strange animal.",
""
}
,
/* 28 */
{
"crossbow \"Fiery Devil\"", "flaming crossbow",
OBJ_WEAPONS, WPN_CROSSBOW, +4, +0, LIGHTRED,
{
SPWPN_FLAMING, 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
}
,
"",
"A flaming crossbow.",
""
}
,
/* 29 */
{
"salamander's hide armour", "red leather armour",
OBJ_ARMOUR, ARM_LEATHER_ARMOUR, +2, 0, RED,
{
0, 0, 0, 0, 0, 0,
2, 0, 0, 0, 0, 0,
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,
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, 1,
0, 0, 0, 0, 0, 0,
0, 0, 1, 0, 0,
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,
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", "foolish robe",
OBJ_ARMOUR, ARM_ROBE, -1, 0, LIGHTGRAY,
{
0, 0, 0, 0, -5, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 1, 0, 0,
0, 0, 0, 0, 0,
1, 0
}
,
"",
"A dull gray robe.",
""
}
,
/* 34 */
{
"necklace of Bloodlust", "blood-stained necklace",
OBJ_JEWELLERY, AMU_RAGE, +0, 0, RED,
{
0, 0, 0, 2, -2, 0,
0, 0, 0, 0, 0, 20,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0,
1, 0, 0, 0, 3,
1, 0
}
,
"",
"",
""
}
,
/* 35 */
{
"\"Eos\"", "encrusted morningstar",
OBJ_WEAPONS, WPN_MORNINGSTAR, +5, +5, LIGHTCYAN,
{
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 1,
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
}
,
"It affects your evasion (+8).",
"This ring provides the wearer with great agility and dodging.",
""
}
,
/* 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
}
,
"It affects your AC (+8).",
"This ring provides the wearer with great protection from damage.",
""
}
,
/* 38 */
{
"Edison's patent armour", "weird-looking armour",
OBJ_ARMOUR, ARM_PLATE_MAIL, +0, 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,
0, 0, 0, 0, 0,
1, 0
}
,
"",
"A weird-looking armour.",
""
}
,
/* 39 */
{
"spear of Voo-Doo", "ebony spear",
OBJ_WEAPONS, WPN_SPEAR, +2, +4, DARKGRAY,
{
SPWPN_VAMPIRICISM, 0, 0, 0, 0, 0,
0, 0, 0, 0, 1, 0,
0, 0, 0, 0, 0, 0,
0, 3, 0, 0, 0,
0, 0, 0, 0, 0,
0, 0
}
,
"It's really dark and malign artifact and no wise man would even touch it.",
"",
""
}
,
/* 40 */
{
"trident of Octopus's king", "mangy trident",
OBJ_WEAPONS, WPN_TRIDENT, +4, +4, CYAN,
{
SPWPN_VENOM, 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
}
,
"This trident was stolen many years ago from Octopus's garden "
"by one really unimportant and already dead man. But beware of "
"Octopus's king's wrath!",
"",
""
}
,
/* 41 */
{
"mask of dragon", "blue mask",
OBJ_ARMOUR, ARM_HELMET, +0, THELM_SPECIAL, BLUE,
{
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 1,
1, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0,
0, 0, 0, 2, 2,
0, 0
}
,
"",
"A blue mask.",
""
}
,
/* 42 */
{
"mithril axe \"Arga\"", "mithril axe",
OBJ_WEAPONS, WPN_AXE, +3, +3, WHITE,
{
SPWPN_SPEED, 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
}
,
"",
"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,
0, 0, 0, 0, 0, 0,
0, 1, 0, 0, 0,
0, 0, 0, 0, 0,
0, 0
}
,
"This powerful staff used to belong to leader of"
" the Guild of Five Elements.",
"A black glyphic staff.",
""
}
,
/* 44 */
{
"hand crossbow \"Sniper\"", "black crossbow",
OBJ_WEAPONS, WPN_HAND_CROSSBOW, +8, +0, DARKGRAY,
{
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
1, 0, 0, 0, 0, 0,
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,
{
0, 0, 0, 3, 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
}
,
"",
"A metal bow.",
""
}
,
/* 46 */
{
"robe of Night", "black robe",
OBJ_ARMOUR, ARM_ROBE, +3, 0, DARKGRAY,
{
SPARM_DARKNESS, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 20,
1, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0,
0, 0, 0, 0, 0,
0, 0
}
,
"According to legend this robe was gift of Ratri the Goddess of the Night "
"to one her follower.",
"A long black robe made of strange flossy material.",
""
}
,
/* 47 */
{
"plutonium sword", "glowing long sword",
OBJ_WEAPONS, WPN_LONG_SWORD, +5, +7, 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,
1, 0
}
,
"",
"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, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0,
0, 0, 0, 0, 0,
0, 0
}
,
"",
"",
""
}
,
/* 49 */
{
"armour of Dragon's King", "shiny dragon armour",
OBJ_ARMOUR, ARM_GOLD_DRAGON_ARMOUR, +5, 0, YELLOW,
{
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 25,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0,
0, 0, 0, 0, 0,
0, 0
}
,
"",
"",
""
}
,
/* 50 */
{
"hat of Alchemist", "dirty hat",
OBJ_ARMOUR, ARM_HELMET, +2, THELM_SPECIAL, MAGENTA,
{
0, 0, 0, 0, 0, 0,
1, 1, 1, 0, 0, 20,
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, +0, 0, WHITE,
{
0, 0, 3, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0,
0, 0, 0, 5, 0,
0, 0
}
,
"",
"A gloves made of white silk.",
""
}
,
/* 52 */
{
"ring of Mage", "saphire ring",
OBJ_JEWELLERY, RING_WIZARDRY, +0, 0, LIGHTBLUE,
{
0, 0, 0, 0, 3, 0,
0, 0, 0, 0, 0, 50,
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
|