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|
-- | Blast definitions.
module Content.ItemKindBlast
( -- * Group name patterns
pattern S_FIRECRACKER, pattern S_VIOLENT_FRAGMENTATION, pattern S_FRAGMENTATION, pattern S_FOCUSED_FRAGMENTATION, pattern S_VIOLENT_CONCUSSION, pattern S_CONCUSSION, pattern S_FOCUSED_CONCUSSION, pattern S_VIOLENT_FLASH, pattern S_FOCUSED_FLASH, pattern S_GLASS_HAIL, pattern S_FOCUSED_GLASS_HAIL, pattern S_PHEROMONE, pattern S_CALMING_MIST, pattern S_DISTRESSING_ODOR, pattern S_HEALING_MIST, pattern S_HEALING_MIST_2, pattern S_WOUNDING_MIST, pattern S_DISTORTION, pattern S_SMOKE, pattern S_BOILING_WATER, pattern S_GLUE, pattern S_WASTE, pattern S_ANTI_SLOW_MIST, pattern S_ANTIDOTE_MIST, pattern S_SLEEP_MIST, pattern S_DENSE_SHOWER, pattern S_SPARSE_SHOWER, pattern S_MELEE_PROTECTIVE_BALM, pattern S_RANGE_PROTECTIVE_BALM, pattern S_DEFENSELESSNESS_RUNOUT, pattern S_RESOLUTION_DUST, pattern S_HASTE_SPRAY, pattern S_VIOLENT_SLOWNESS_MIST, pattern S_SLOWNESS_MIST, pattern S_FOCUSED_SLOWNESS_MIST, pattern S_EYE_DROP, pattern S_IRON_FILING, pattern S_SMELLY_DROPLET, pattern S_EYE_SHINE, pattern S_WHISKEY_SPRAY, pattern S_YOUTH_SPRINKLE, pattern S_POISON_CLOUD, pattern S_PING_PLASH, pattern S_VIOLENT_BURNING_OIL_2, pattern S_VIOLENT_BURNING_OIL_3, pattern S_VIOLENT_BURNING_OIL_4, pattern S_BURNING_OIL_2, pattern S_BURNING_OIL_3, pattern S_BURNING_OIL_4, pattern S_FOCUSED_BURNING_OIL_2, pattern S_FOCUSED_BURNING_OIL_3, pattern S_FOCUSED_BURNING_OIL_4
, blastNoStatOf, blastBonusStatOf
, pattern ARMOR_MISC
, blastsGNSingleton, blastsGN
, -- * Content
blasts
) where
import Prelude ()
import Game.LambdaHack.Core.Prelude
import Game.LambdaHack.Content.ItemKind
import Game.LambdaHack.Core.Dice
import Game.LambdaHack.Definition.Ability
import Game.LambdaHack.Definition.Color
import Game.LambdaHack.Definition.Defs
import Game.LambdaHack.Definition.DefsInternal
import Game.LambdaHack.Definition.Flavour
import Content.ItemKindTemporary
-- * Group name patterns
blastsGNSingleton :: [GroupName ItemKind]
blastsGNSingleton =
[S_FIRECRACKER, S_VIOLENT_FRAGMENTATION, S_FRAGMENTATION, S_FOCUSED_FRAGMENTATION, S_VIOLENT_CONCUSSION, S_CONCUSSION, S_FOCUSED_CONCUSSION, S_VIOLENT_FLASH, S_FOCUSED_FLASH, S_GLASS_HAIL, S_FOCUSED_GLASS_HAIL, S_PHEROMONE, S_CALMING_MIST, S_DISTRESSING_ODOR, S_HEALING_MIST, S_HEALING_MIST_2, S_WOUNDING_MIST, S_DISTORTION, S_SMOKE, S_BOILING_WATER, S_GLUE, S_WASTE, S_ANTI_SLOW_MIST, S_ANTIDOTE_MIST, S_SLEEP_MIST, S_DENSE_SHOWER, S_SPARSE_SHOWER, S_MELEE_PROTECTIVE_BALM, S_RANGE_PROTECTIVE_BALM, S_DEFENSELESSNESS_RUNOUT, S_RESOLUTION_DUST, S_HASTE_SPRAY, S_VIOLENT_SLOWNESS_MIST, S_SLOWNESS_MIST, S_FOCUSED_SLOWNESS_MIST, S_EYE_DROP, S_IRON_FILING, S_SMELLY_DROPLET, S_EYE_SHINE, S_WHISKEY_SPRAY, S_YOUTH_SPRINKLE, S_POISON_CLOUD, S_PING_PLASH, S_VIOLENT_BURNING_OIL_2, S_VIOLENT_BURNING_OIL_3, S_VIOLENT_BURNING_OIL_4, S_BURNING_OIL_2, S_BURNING_OIL_3, S_BURNING_OIL_4, S_FOCUSED_BURNING_OIL_2, S_FOCUSED_BURNING_OIL_3, S_FOCUSED_BURNING_OIL_4]
++ map firecrackerAt [1..4]
++ map blastNoStatOf noStatGN
++ map blastBonusStatOf bonusStatGN
pattern S_FIRECRACKER, S_VIOLENT_FRAGMENTATION, S_FRAGMENTATION, S_FOCUSED_FRAGMENTATION, S_VIOLENT_CONCUSSION, S_CONCUSSION, S_FOCUSED_CONCUSSION, S_VIOLENT_FLASH, S_FOCUSED_FLASH, S_GLASS_HAIL, S_FOCUSED_GLASS_HAIL, S_PHEROMONE, S_CALMING_MIST, S_DISTRESSING_ODOR, S_HEALING_MIST, S_HEALING_MIST_2, S_WOUNDING_MIST, S_DISTORTION, S_SMOKE, S_BOILING_WATER, S_GLUE, S_WASTE, S_ANTI_SLOW_MIST, S_ANTIDOTE_MIST, S_SLEEP_MIST, S_DENSE_SHOWER, S_SPARSE_SHOWER, S_MELEE_PROTECTIVE_BALM, S_RANGE_PROTECTIVE_BALM, S_DEFENSELESSNESS_RUNOUT, S_RESOLUTION_DUST, S_HASTE_SPRAY, S_VIOLENT_SLOWNESS_MIST, S_SLOWNESS_MIST, S_FOCUSED_SLOWNESS_MIST, S_EYE_DROP, S_IRON_FILING, S_SMELLY_DROPLET, S_EYE_SHINE, S_WHISKEY_SPRAY, S_YOUTH_SPRINKLE, S_POISON_CLOUD, S_PING_PLASH, S_VIOLENT_BURNING_OIL_2, S_VIOLENT_BURNING_OIL_3, S_VIOLENT_BURNING_OIL_4, S_BURNING_OIL_2, S_BURNING_OIL_3, S_BURNING_OIL_4, S_FOCUSED_BURNING_OIL_2, S_FOCUSED_BURNING_OIL_3, S_FOCUSED_BURNING_OIL_4 :: GroupName ItemKind
blastsGN :: [GroupName ItemKind]
blastsGN =
[ARMOR_MISC]
pattern ARMOR_MISC :: GroupName ItemKind
pattern S_FIRECRACKER = GroupName "firecracker"
pattern S_VIOLENT_FRAGMENTATION = GroupName "violent fragmentation"
pattern S_FRAGMENTATION = GroupName "fragmentation"
pattern S_FOCUSED_FRAGMENTATION = GroupName "focused fragmentation"
pattern S_VIOLENT_CONCUSSION = GroupName "violent concussion"
pattern S_CONCUSSION = GroupName "concussion"
pattern S_FOCUSED_CONCUSSION = GroupName "focused concussion"
pattern S_VIOLENT_FLASH = GroupName "violent flash"
pattern S_FOCUSED_FLASH = GroupName "focused flash"
pattern S_GLASS_HAIL = GroupName "glass hail"
pattern S_FOCUSED_GLASS_HAIL = GroupName "focused glass hail"
pattern S_PHEROMONE = GroupName "pheromone"
pattern S_CALMING_MIST = GroupName "calming mist"
pattern S_DISTRESSING_ODOR = GroupName "distressing odor"
pattern S_HEALING_MIST = GroupName "healing mist"
pattern S_HEALING_MIST_2 = GroupName "strong healing mist"
pattern S_WOUNDING_MIST = GroupName "wounding mist"
pattern S_DISTORTION = GroupName "distortion"
pattern S_SMOKE = GroupName "smoke"
pattern S_BOILING_WATER = GroupName "boiling water"
pattern S_GLUE = GroupName "glue"
pattern S_WASTE = GroupName "waste"
pattern S_ANTI_SLOW_MIST = GroupName "anti-slow mist"
pattern S_ANTIDOTE_MIST = GroupName "antidote mist"
pattern S_SLEEP_MIST = GroupName "sleep mist"
pattern S_DENSE_SHOWER = GroupName "dense shower"
pattern S_SPARSE_SHOWER = GroupName "sparse shower"
pattern S_MELEE_PROTECTIVE_BALM = GroupName "melee protective balm"
pattern S_RANGE_PROTECTIVE_BALM = GroupName "ranged protective balm"
pattern S_DEFENSELESSNESS_RUNOUT = GroupName "PhD defense question"
pattern S_RESOLUTION_DUST = GroupName "resolution dust"
pattern S_HASTE_SPRAY = GroupName "haste spray"
pattern S_VIOLENT_SLOWNESS_MIST = GroupName "violent nitrogen mist"
pattern S_SLOWNESS_MIST = GroupName "nitrogen mist"
pattern S_FOCUSED_SLOWNESS_MIST = GroupName "focused nitrogen mist"
pattern S_EYE_DROP = GroupName "eye drop"
pattern S_IRON_FILING = GroupName "iron filing"
pattern S_SMELLY_DROPLET = GroupName "smelly droplet"
pattern S_EYE_SHINE = GroupName "eye shine"
pattern S_WHISKEY_SPRAY = GroupName "whiskey spray"
pattern S_YOUTH_SPRINKLE = GroupName "youth sprinkle"
pattern S_POISON_CLOUD = GroupName "poison cloud"
pattern S_PING_PLASH = GroupName "ping and flash"
pattern S_VIOLENT_BURNING_OIL_2 = GroupName "violent burning oil 2"
pattern S_VIOLENT_BURNING_OIL_3 = GroupName "violent burning oil 3"
pattern S_VIOLENT_BURNING_OIL_4 = GroupName "violent burning oil 4"
pattern S_BURNING_OIL_2 = GroupName "burning oil 2"
pattern S_BURNING_OIL_3 = GroupName "burning oil 3"
pattern S_BURNING_OIL_4 = GroupName "burning oil 4"
pattern S_FOCUSED_BURNING_OIL_2 = GroupName "focused burning oil 2"
pattern S_FOCUSED_BURNING_OIL_3 = GroupName "focused burning oil 3"
pattern S_FOCUSED_BURNING_OIL_4 = GroupName "focused burning oil 4"
firecrackerAt :: Int -> GroupName ItemKind
firecrackerAt n = GroupName $ "firecracker" <+> tshow n
blastNoStatOf :: GroupName ItemKind -> GroupName ItemKind
blastNoStatOf grp = GroupName $ fromGroupName grp <+> "mist"
blastBonusStatOf :: GroupName ItemKind -> GroupName ItemKind
blastBonusStatOf grp = GroupName $ fromGroupName grp <+> "dew"
pattern ARMOR_MISC = GroupName "miscellaneous armor"
-- * Content
blasts :: [ItemKind]
blasts =
[spreadBurningOil2, spreadBurningOil3, spreadBurningOil4, spreadBurningOil82, spreadBurningOil83, spreadBurningOil84, focusedBurningOil2, focusedBurningOil3, focusedBurningOil4, firecracker1, firecracker2, firecracker3, firecracker4, firecracker5, spreadFragmentation, spreadFragmentation8, focusedFragmentation, spreadConcussion, spreadConcussion8, focusedConcussion, spreadFlash, spreadFlash8, focusedFlash, singleSpark, glassPiece, focusedGlass, fragrance, pheromone, mistCalming, odorDistressing, mistHealing, mistHealing2, mistWounding, distortion, smoke, boilingWater, glue, waste, mistAntiSlow, mistAntidote, mistSleep, denseShower, sparseShower, protectingBalmMelee, protectingBalmRanged, defenselessnessRunout, resolutionDust, hasteSpray, spreadNitrogen, spreadNitrogen8, focusedNitrogen, eyeDrop, ironFiling, smellyDroplet, eyeShine, whiskeySpray, youthSprinkle, poisonCloud, pingFlash, blastNoSkMove, blastNoSkMelee, blastNoSkDisplace, blastNoSkAlter, blastNoSkWait, blastNoSkMoveItem, blastNoSkProject, blastNoSkApply, blastBonusSkMove, blastBonusSkMelee, blastBonusSkDisplace, blastBonusSkAlter, blastBonusSkWait, blastBonusSkMoveItem, blastBonusSkProject, blastBonusSkApply]
spreadBurningOil2, spreadBurningOil3, spreadBurningOil4, spreadBurningOil82, spreadBurningOil83, spreadBurningOil84, focusedBurningOil2, focusedBurningOil3, focusedBurningOil4, firecracker1, firecracker2, firecracker3, firecracker4, firecracker5, spreadFragmentation, spreadFragmentation8, focusedFragmentation, spreadConcussion, spreadConcussion8, focusedConcussion, spreadFlash, spreadFlash8, focusedFlash, singleSpark, glassPiece, focusedGlass, fragrance, pheromone, mistCalming, odorDistressing, mistHealing, mistHealing2, mistWounding, distortion, smoke, boilingWater, glue, waste, mistAntiSlow, mistAntidote, mistSleep, denseShower, sparseShower, protectingBalmMelee, protectingBalmRanged, defenselessnessRunout, resolutionDust, hasteSpray, spreadNitrogen, spreadNitrogen8, focusedNitrogen, eyeDrop, ironFiling, smellyDroplet, eyeShine, whiskeySpray, youthSprinkle, poisonCloud, pingFlash, blastNoSkMove, blastNoSkMelee, blastNoSkDisplace, blastNoSkAlter, blastNoSkWait, blastNoSkMoveItem, blastNoSkProject, blastNoSkApply, blastBonusSkMove, blastBonusSkMelee, blastBonusSkDisplace, blastBonusSkAlter, blastBonusSkWait, blastBonusSkMoveItem, blastBonusSkProject, blastBonusSkApply :: ItemKind
-- We take care (e.g., in burningOil below) that blasts are not faster
-- than 100% fastest natural speed, or some frames would be skipped,
-- which is a waste of perfectly good frames.
-- * Parameterized blasts
spreadBurningOil :: Int -> GroupName ItemKind -> ItemKind
spreadBurningOil n grp = ItemKind
{ isymbol = toContentSymbol '*'
, iname = "burning oil"
, ifreq = [(grp, 1)]
, iflavour = zipPlain [BrYellow]
, icount = intToDice (4 + n * 2)
, irarity = [(1, 1)]
, iverbHit = "sear"
, iweight = 1
, idamage = 0
, iaspects = [ toVelocity (max 10 $ min 100 $ n `div` 2 * 10)
, SetFlag Fragile, SetFlag Blast
, AddSkill SkShine 2 ]
, ieffects = [ Burn 1
, toOrganBad S_PACIFIED (2 + 1 `d` 2) ]
-- slips and frantically puts out fire
, idesc = "Sticky oil, burning brightly."
, ikit = []
}
spreadBurningOil2 = spreadBurningOil 2 S_VIOLENT_BURNING_OIL_2
-- 2 steps, 2 turns
spreadBurningOil3 = spreadBurningOil 3 S_VIOLENT_BURNING_OIL_3
-- 2 steps, 2 turns
spreadBurningOil4 = spreadBurningOil 4 S_VIOLENT_BURNING_OIL_4
-- 4 steps, 2 turns
spreadBurningOil8 :: Int -> GroupName ItemKind -> ItemKind
spreadBurningOil8 n grp = (spreadBurningOil (n `div` 2) grp)
{ icount = 7 -- 8 was too deadly
}
spreadBurningOil82 = spreadBurningOil8 2 S_BURNING_OIL_2
spreadBurningOil83 = spreadBurningOil8 3 S_BURNING_OIL_3
spreadBurningOil84 = spreadBurningOil8 4 S_BURNING_OIL_4
focusedBurningOil :: Int -> GroupName ItemKind -> GroupName ItemKind -> ItemKind
focusedBurningOil n grp grpExplode = ItemKind
{ isymbol = toContentSymbol '`'
, iname = "igniting oil"
, ifreq = [(grp, 1)]
, iflavour = zipPlain [BrYellow] -- all ignitions yellow to avoid appearing
-- as a small vial explosion
, icount = intToDice n
, irarity = [(1, 1)]
, iverbHit = "ignite"
, iweight = 1
, idamage = 0
, iaspects = [ toLinger 0 -- 0 steps, 1 turn
, SetFlag Fragile, SetFlag Blast ]
-- when the target position is occupied, the explosion starts one step
-- away, hence we set range to 0 steps, to limit dispersal
, ieffects = [OnSmash $ Explode grpExplode]
, idesc = idesc spreadBurningOil2
, ikit = []
}
focusedBurningOil2 = focusedBurningOil 2 S_FOCUSED_BURNING_OIL_2 S_BURNING_OIL_2
focusedBurningOil3 = focusedBurningOil 3 S_FOCUSED_BURNING_OIL_3 S_BURNING_OIL_3
focusedBurningOil4 = focusedBurningOil 4 S_FOCUSED_BURNING_OIL_4 S_BURNING_OIL_4
firecracker :: Int -> ItemKind
firecracker n = ItemKind
{ isymbol = toContentSymbol '*'
, iname = "firecracker"
, ifreq = [(if n == 5
then S_FIRECRACKER
else firecrackerAt n, 1)]
, iflavour = zipPlain [brightCol !! ((n + 2) `mod` length brightCol)]
, icount = if n <= 3 then 1 `d` min 2 n else 2 + 1 `d` 2
, irarity = [(1, 1)]
, iverbHit = if n >= 4 then "singe" else "crack"
, iweight = 1
, idamage = 0
, iaspects = [ toVelocity 5 -- 1 step, 1 turn
, SetFlag Fragile, SetFlag Blast
, AddSkill SkShine $ intToDice $ 1 + n `div` 2 ]
, ieffects = [if n >= 4 then Burn 1 else RefillCalm (-2)]
++ [Discharge 1 30 | n >= 3]
++ [OnSmash $ Explode $ firecrackerAt (n - 1) | n >= 2]
, idesc = "Scraps of burnt paper, covering little pockets of black powder, buffeted by colorful explosions."
, ikit = []
}
firecracker5 = firecracker 5
firecracker4 = firecracker 4
firecracker3 = firecracker 3
firecracker2 = firecracker 2
firecracker1 = firecracker 1
-- * Focused blasts
spreadFragmentation = ItemKind
{ isymbol = toContentSymbol '*'
, iname = "fragmentation burst"
, ifreq = [(S_VIOLENT_FRAGMENTATION, 1)]
, iflavour = zipPlain [Red]
, icount = 8 -- strong but few, so not always hits target
, irarity = [(1, 1)]
, iverbHit = "tear apart"
, iweight = 1
, idamage = 3 `d` 1 -- deadly and adjacent actor hit by 2 on average;
-- however, moderate armour blocks completely
, iaspects = [ ToThrow $ ThrowMod 100 20 4 -- 4 steps, 1 turn
, SetFlag Lobable, SetFlag Fragile, SetFlag Blast
, AddSkill SkShine 3, AddSkill SkHurtMelee $ -12 * 5 ]
, ieffects = [DropItem 1 1 COrgan CONDITION]
, idesc = "Flying shards, flame and smoke."
, ikit = []
}
spreadFragmentation8 = spreadFragmentation
{ ifreq = [(S_FRAGMENTATION, 1)]
, icount = 5
, iaspects = [ ToThrow $ ThrowMod 100 10 2 -- 2 steps, 1 turn
, SetFlag Lobable, SetFlag Fragile, SetFlag Blast
, AddSkill SkShine 3, AddSkill SkHurtMelee $ -12 * 5 ]
-- smaller radius, so worse for area effect, but twice the direct damage
}
focusedFragmentation = ItemKind
{ isymbol = toContentSymbol '`'
, iname = "deflagration ignition" -- black powder
, ifreq = [(S_FOCUSED_FRAGMENTATION, 1)]
, iflavour = zipPlain [BrYellow]
, icount = 3 -- 15 in total vs 8, higher spread
, irarity = [(1, 1)]
, iverbHit = "ignite"
, iweight = 1
, idamage = 0
, iaspects = [ toLinger 0 -- 0 steps, 1 turn
, SetFlag Fragile, SetFlag Blast ]
-- when the target position is occupied, the explosion starts one step
-- away, hence we set range to 0 steps, to limit dispersal
, ieffects = [OnSmash $ Explode S_FRAGMENTATION]
, idesc = idesc spreadFragmentation
, ikit = []
}
spreadConcussion = ItemKind
{ isymbol = toContentSymbol '*'
, iname = "concussion blast"
, ifreq = [(S_VIOLENT_CONCUSSION, 1)]
, iflavour = zipPlain [Magenta]
, icount = 12 -- pushing sometimes gets the victim out of attacker range,
-- but also sometimes moves to a position hit again later
, irarity = [(1, 1)]
, iverbHit = "shock"
, iweight = 1
, idamage = 1 `d` 1 -- only air pressure, so not as deadly as fragmentation,
-- but armour can't block completely that easily
, iaspects = [ ToThrow $ ThrowMod 100 20 4 -- 4 steps, 1 turn
, SetFlag Lobable, SetFlag Fragile, SetFlag Blast
, AddSkill SkShine 3, AddSkill SkHurtMelee $ -8 * 5 ]
-- outdoors it has short range, but we only model indoors in the game;
-- it's much faster than black powder shock wave, but we are beyond
-- human-noticeable speed differences on short distances anyway
, ieffects = [ DropItem maxBound 1 CEqp ARMOR_MISC
, PushActor (ThrowMod 400 25 1) -- 1 step, fast; after DropItem
-- this produces spam for braced actors; too bad
, toOrganBad S_IMMOBILE 1 -- no balance
, toOrganBad S_DEAFENED 23 ]
, idesc = "Shock wave, hot gases, some fire and smoke."
, ikit = []
}
spreadConcussion8 = spreadConcussion
{ ifreq = [(S_CONCUSSION, 1)]
, icount = 6
, iaspects = [ ToThrow $ ThrowMod 100 10 2 -- 2 steps, 1 turn
, SetFlag Lobable, SetFlag Fragile, SetFlag Blast
, AddSkill SkShine 3, AddSkill SkHurtMelee $ -8 * 5 ]
}
focusedConcussion = ItemKind
{ isymbol = toContentSymbol '`'
, iname = "detonation ignition" -- nitroglycerine
, ifreq = [(S_FOCUSED_CONCUSSION, 1)]
, iflavour = zipPlain [BrYellow]
, icount = 4 -- 24 in total vs 12, higher spread, less harm from pushing
, irarity = [(1, 1)]
, iverbHit = "ignite"
, iweight = 1
, idamage = 0
, iaspects = [ toLinger 0 -- 0 steps, 1 turn
, SetFlag Fragile, SetFlag Blast ]
, ieffects = [OnSmash $ Explode S_CONCUSSION]
, idesc = idesc spreadConcussion
, ikit = []
}
spreadFlash = ItemKind
{ isymbol = toContentSymbol '`'
, iname = "magnesium flash"
, ifreq = [(S_VIOLENT_FLASH, 1)]
, iflavour = zipPlain [BrWhite]
, icount = 13
, irarity = [(1, 1)]
, iverbHit = "dazzle"
, iweight = 1
, idamage = 0
, iaspects = [ ToThrow $ ThrowMod 100 20 4 -- 4 steps, 1 turn
, SetFlag Fragile, SetFlag Blast
, AddSkill SkShine 5 ]
, ieffects = [ toOrganBad S_BLIND 5
, toOrganBad S_WEAKENED 20 ]
-- Wikipedia says: blind for five seconds and afterimage
-- for much longer, harming aim
, idesc = "A very bright flash of fire, causing long-lasting afterimages."
, ikit = []
}
spreadFlash8 = spreadFlash
{ iname = "spark"
, ifreq = [(S_SPARK, 1)]
, icount = 5
, iverbHit = "singe"
, iaspects = [ ToThrow $ ThrowMod 100 10 2 -- 2 steps, 1 turn
, SetFlag Fragile, SetFlag Blast
, AddSkill SkShine 5 ]
}
focusedFlash = ItemKind
{ isymbol = toContentSymbol '`'
, iname = "magnesium ignition"
, ifreq = [(S_FOCUSED_FLASH, 1)]
, iflavour = zipPlain [BrYellow]
, icount = 5 -- 25 in total vs 13, higher spread
, irarity = [(1, 1)]
, iverbHit = "ignite"
, iweight = 1
, idamage = 0
, iaspects = [ toLinger 0 -- 0 steps, 1 turn
, SetFlag Fragile, SetFlag Blast ]
, ieffects = [OnSmash $ Explode S_SPARK]
, idesc = idesc spreadFlash
, ikit = []
}
singleSpark = spreadFlash
{ iname = "single spark"
, ifreq = [(S_SINGLE_SPARK, 1)] -- too weak to start a fire
, icount = 1
, iverbHit = "spark"
, iaspects = [ toLinger 5 -- 1 step, 1 turn
, SetFlag Fragile, SetFlag Blast
, AddSkill SkShine 3 ]
, ieffects = []
, idesc = "A glowing ember."
, ikit = []
}
glassPiece = ItemKind
{ isymbol = toContentSymbol '*'
, iname = "glass piece"
, ifreq = [(S_GLASS_HAIL, 1)]
, iflavour = zipPlain [Blue]
, icount = 6
, irarity = [(1, 1)]
, iverbHit = "cut"
, iweight = 1
, idamage = 2 `d` 1
, iaspects = [ ToThrow $ ThrowMod 100 10 4 -- 2 steps, 1 turn
, SetFlag Fragile, SetFlag Blast
, AddSkill SkHurtMelee $ -15 * 5 ]
-- brittle, not too dense; armor blocks
, ieffects = []
, idesc = "Swift, sharp edges."
, ikit = []
}
focusedGlass = glassPiece -- when blowing up windows
{ ifreq = [(S_FOCUSED_GLASS_HAIL, 1)]
, icount = 2
, iaspects = [ toLinger 0 -- 0 steps, 1 turn
, SetFlag Fragile, SetFlag Blast
, AddSkill SkHurtMelee $ -15 * 5 ]
, ieffects = [OnSmash $ Explode S_GLASS_HAIL]
}
-- * Assorted blasts that don't induce conditions or not used mainly for them
fragrance = ItemKind
{ isymbol = toContentSymbol '`'
, iname = "fragrance" -- instant, fast fragrance
, ifreq = [(S_FRAGRANCE, 1)]
, iflavour = zipPlain [Magenta]
, icount = 8
, irarity = [(1, 1)]
, iverbHit = "engulf"
, iweight = 1
, idamage = 0
, iaspects = [ ToThrow $ ThrowMod 200 5 1 -- 2 steps, .5 turn (necklaces)
, SetFlag Fragile, SetFlag Blast ]
, ieffects = [Impress, toOrganGood S_ROSE_SMELLING 45]
-- Linger 10, because sometimes it takes 2 turns due to starting just
-- before actor turn's end (e.g., via a necklace).
, idesc = "A pleasant scent."
, ikit = []
}
pheromone = ItemKind
{ isymbol = toContentSymbol '`'
, iname = "musky whiff" -- a kind of mist rather than fragrance
, ifreq = [(S_PHEROMONE, 1)]
, iflavour = zipPlain [BrMagenta]
, icount = 16
, irarity = [(1, 1)]
, iverbHit = "tempt"
, iweight = 1
, idamage = 0
, iaspects = [ toVelocity 10 -- 2 steps, 2 turns
, SetFlag Fragile, SetFlag Blast ]
, ieffects = [Dominate]
, idesc = "A sharp, strong scent."
, ikit = []
}
mistCalming = ItemKind -- unused
{ isymbol = toContentSymbol '`'
, iname = "mist"
, ifreq = [(S_CALMING_MIST, 1)]
, iflavour = zipPlain [BrGreen]
, icount = 8
, irarity = [(1, 1)]
, iverbHit = "sooth"
, iweight = 1
, idamage = 0
, iaspects = [ toVelocity 5 -- 1 step, 1 turn
, SetFlag Fragile, SetFlag Blast ]
, ieffects = [RefillCalm 2]
, idesc = "A soothing, gentle cloud."
, ikit = []
}
odorDistressing = ItemKind
{ isymbol = toContentSymbol '`'
, iname = "distressing whiff"
, ifreq = [(S_DISTRESSING_ODOR, 1)]
, iflavour = zipFancy [BrRed] -- salmon
, icount = 8
, irarity = [(1, 1)]
, iverbHit = "distress"
, iweight = 1
, idamage = 0
, iaspects = [ toLinger 10 -- 2 steps, 1 turn
, SetFlag Fragile, SetFlag Blast ]
, ieffects = [ RefillCalm (-10)
, toOrganBad S_FOUL_SMELLING (20 + 1 `d` 5)
, toOrganBad S_IMPATIENT (2 + 1 `d` 2) ]
, idesc = "It turns the stomach." -- and so can't stand still
, ikit = []
}
mistHealing = ItemKind
{ isymbol = toContentSymbol '`'
, iname = "mist" -- powerful, so slow and narrow
, ifreq = [(S_HEALING_MIST, 1)]
, iflavour = zipFancy [BrGreen]
, icount = 8
, irarity = [(1, 1)]
, iverbHit = "revitalize"
, iweight = 1
, idamage = 0
, iaspects = [ toVelocity 5 -- 1 step, 1 turn
, SetFlag Fragile, SetFlag Blast
, AddSkill SkShine 1 ]
, ieffects = [RefillHP 2]
, idesc = "It fills the air with light and life."
, ikit = []
}
mistHealing2 = ItemKind
{ isymbol = toContentSymbol '`'
, iname = "mist"
, ifreq = [(S_HEALING_MIST_2, 1)]
, iflavour = zipPlain [Green]
, icount = 8
, irarity = [(1, 1)]
, iverbHit = "revitalize"
, iweight = 1
, idamage = 0
, iaspects = [ toVelocity 5 -- 1 step, 1 turn
, SetFlag Fragile, SetFlag Blast
, AddSkill SkShine 2 ]
, ieffects = [RefillHP 4]
, idesc = "At its touch, wounds close and bruises fade."
, ikit = []
}
mistWounding = ItemKind
{ isymbol = toContentSymbol '`'
, iname = "mist"
, ifreq = [(S_WOUNDING_MIST, 1)]
, iflavour = zipPlain [BrRed]
, icount = 8
, irarity = [(1, 1)]
, iverbHit = "devitalize"
, iweight = 1
, idamage = 0
, iaspects = [ toVelocity 5 -- 1 step, 1 turn
, SetFlag Fragile, SetFlag Blast ]
, ieffects = [RefillHP (-2)]
, idesc = "The air itself stings and itches."
, ikit = []
}
distortion = ItemKind
{ isymbol = toContentSymbol 'v'
, iname = "vortex"
, ifreq = [(S_DISTORTION, 1)]
, iflavour = zipPlain [White]
, icount = 8 -- braced are immune to Teleport; avoid failure messages
, irarity = [(1, 1)]
, iverbHit = "engulf"
, iweight = 1
, idamage = 0
, iaspects = [ toLinger 10 -- 2 steps, 1 turn
, SetFlag Lobable, SetFlag Fragile, SetFlag Blast ]
, ieffects = [Teleport $ 15 + 1 `d` 10]
, idesc = "The air shifts oddly, as though light is being warped."
, ikit = []
}
smoke = ItemKind -- when stuff burns out -- unused
{ isymbol = toContentSymbol '`'
, iname = "smoke fume" -- pluralizes better than 'smokes'
, ifreq = [(S_SMOKE, 1)]
, iflavour = zipPlain [BrBlack]
, icount = 16
, irarity = [(1, 1)]
, iverbHit = "choke" -- or "obscure"
, iweight = 1
, idamage = 0
, iaspects = [ toVelocity 20 -- 4 steps, 2 turns
, SetFlag Fragile, SetFlag Blast ]
, ieffects = [toOrganBad S_WITHHOLDING (5 + 1 `d` 3)]
-- choking and tears, can roughly see, but not aim
, idesc = "Twirling clouds of grey smoke."
, ikit = []
}
boilingWater = ItemKind
{ isymbol = toContentSymbol '*'
, iname = "boiling water"
, ifreq = [(S_BOILING_WATER, 1)]
, iflavour = zipPlain [White]
, icount = 17 -- 18 causes 3 particles to hit the same actor 3 tiles away
, irarity = [(1, 1)]
, iverbHit = "boil"
, iweight = 1
, idamage = 0
, iaspects = [ toVelocity 30 -- 6 steps, 2 turns
, SetFlag Fragile, SetFlag Blast ]
, ieffects = [Burn 1]
, idesc = "It bubbles and hisses."
, ikit = []
}
glue = ItemKind
{ isymbol = toContentSymbol '*'
, iname = "hoof glue"
, ifreq = [(S_GLUE, 1)]
, iflavour = zipPlain [Cyan]
, icount = 8 -- Paralyze doesn't stack; avoid failure messages
, irarity = [(1, 1)]
, iverbHit = "glue"
, iweight = 1
, idamage = 0
, iaspects = [ toVelocity 10 -- 2 steps, 2 turns
, SetFlag Fragile, SetFlag Blast ]
, ieffects = [Paralyze 10]
, idesc = "Thick and clinging."
, ikit = []
}
waste = ItemKind
{ isymbol = toContentSymbol '*'
, iname = "waste piece"
, ifreq = [(S_WASTE, 1)]
, iflavour = zipPlain [Brown]
, icount = 16
, irarity = [(1, 1)]
, iverbHit = "splosh"
, iweight = 1
, idamage = 0
, iaspects = [toLinger 10, SetFlag Fragile, SetFlag Blast]
, ieffects = [ toOrganBad S_FOUL_SMELLING (30 + 1 `d` 10)
, toOrganBad S_DISPOSSESSED (10 + 1 `d` 5) ]
, idesc = "Sodden and foul-smelling."
, ikit = []
}
mistAntiSlow = ItemKind
{ isymbol = toContentSymbol '`'
, iname = "mist"
, ifreq = [(S_ANTI_SLOW_MIST, 1)]
, iflavour = zipFancy [BrYellow]
, icount = 8
, irarity = [(1, 1)]
, iverbHit = "propel"
, iweight = 1
, idamage = 0
, iaspects = [ toVelocity 5 -- 1 step, 1 turn
, SetFlag Fragile, SetFlag Blast ]
, ieffects = [DropItem 1 1 COrgan S_SLOWED]
, idesc = "A cleansing rain."
, ikit = []
}
mistAntidote = ItemKind
{ isymbol = toContentSymbol '`'
, iname = "mist"
, ifreq = [(S_ANTIDOTE_MIST, 1)]
, iflavour = zipFancy [BrBlue]
, icount = 8
, irarity = [(1, 1)]
, iverbHit = "cure"
, iweight = 1
, idamage = 0
, iaspects = [ toVelocity 5 -- 1 step, 1 turn
, SetFlag Fragile, SetFlag Blast ]
, ieffects = [DropItem 1 maxBound COrgan S_POISONED]
, idesc = "Washes away death's dew."
, ikit = []
}
mistSleep = ItemKind
{ isymbol = toContentSymbol '`'
, iname = "mist"
, ifreq = [(S_SLEEP_MIST, 1)]
, iflavour = zipFancy [BrMagenta]
, icount = 8
, irarity = [(1, 1)]
, iverbHit = "put to sleep"
, iweight = 1
, idamage = 0
, iaspects = [ toVelocity 5 -- 1 step, 1 turn
, SetFlag Fragile, SetFlag Blast ]
, ieffects = [PutToSleep]
, idesc = "Lulls weary warriors."
, ikit = []
}
-- * Condition-inducing blasts
-- Almost all have @toLinger 10@, that travels 2 steps in 1 turn.
-- These are very fast projectiles, not getting into the way of big
-- actors and not burdening the engine for long.
-- A few are slower 'mists'.
denseShower = ItemKind
{ isymbol = toContentSymbol '`'
, iname = "dense shower"
, ifreq = [(S_DENSE_SHOWER, 1)]
, iflavour = zipFancy [Green]
, icount = 12
, irarity = [(1, 1)]
, iverbHit = "strengthen"
, iweight = 1
, idamage = 0
, iaspects = [toLinger 10, SetFlag Fragile, SetFlag Blast]
, ieffects = [toOrganGood S_STRENGTHENED 5]
, idesc = "A thick rain of droplets."
, ikit = []
}
sparseShower = ItemKind
{ isymbol = toContentSymbol '`'
, iname = "sparse shower"
, ifreq = [(S_SPARSE_SHOWER, 1)]
, iflavour = zipFancy [Red]
, icount = 8
, irarity = [(1, 1)]
, iverbHit = "weaken"
, iweight = 1
, idamage = 0
, iaspects = [toLinger 10, SetFlag Fragile, SetFlag Blast]
, ieffects = [toOrganBad S_WEAKENED 7]
, idesc = "Light droplets that cling to clothing."
, ikit = []
}
protectingBalmMelee = ItemKind
{ isymbol = toContentSymbol '`'
, iname = "balm droplet"
, ifreq = [(S_MELEE_PROTECTIVE_BALM, 1)]
, iflavour = zipFancy [Brown]
, icount = 6
, irarity = [(1, 1)]
, iverbHit = "balm"
, iweight = 1
, idamage = 0
, iaspects = [ toLinger 0 -- 0 steps, 1 turn
, SetFlag Fragile, SetFlag Blast ]
, ieffects = [toOrganGood S_PROTECTED_FROM_MELEE (3 + 1 `d` 3)]
, idesc = "A thick ointment that hardens the skin."
, ikit = []
}
protectingBalmRanged = ItemKind
{ isymbol = toContentSymbol '`'
, iname = "balm droplet"
, ifreq = [(S_RANGE_PROTECTIVE_BALM, 1)]
, iflavour = zipPlain [BrYellow]
, icount = 16
, irarity = [(1, 1)]
, iverbHit = "balm"
, iweight = 1
, idamage = 0
, iaspects = [toLinger 10, SetFlag Fragile, SetFlag Blast]
, ieffects = [toOrganGood S_PROTECTED_FROM_RANGED (3 + 1 `d` 3)]
, idesc = "Grease that protects from flying death."
, ikit = []
}
defenselessnessRunout = ItemKind
{ isymbol = toContentSymbol '?'
, iname = "PhD defense question"
, ifreq = [(S_DEFENSELESSNESS_RUNOUT, 1)]
, iflavour = zipFancy [BrRed]
, icount = 16
, irarity = [(1, 1)]
, iverbHit = "nag"
, iweight = 1
, idamage = 0
, iaspects = [toLinger 10, SetFlag Fragile, SetFlag Blast]
, ieffects = [toOrganBad S_DEFENSELESS (3 + 1 `d` 3)]
, idesc = "Only the most learned make use of this."
, ikit = []
}
resolutionDust = ItemKind
{ isymbol = toContentSymbol '`'
, iname = "resolution dust"
, ifreq = [(S_RESOLUTION_DUST, 1)]
, iflavour = zipPlain [Brown]
, icount = 16
, irarity = [(1, 1)]
, iverbHit = "calm"
, iweight = 1
, idamage = 0
, iaspects = [toLinger 10, SetFlag Fragile, SetFlag Blast]
, ieffects = [toOrganGood S_RESOLUTE (3 + 1 `d` 3)]
-- short enough duration that @calmEnough@ not a big problem
, idesc = "A handful of honest earth, to strengthen the soul."
, ikit = []
}
hasteSpray = ItemKind
{ isymbol = toContentSymbol '`'
, iname = "haste spray"
, ifreq = [(S_HASTE_SPRAY, 1)]
, iflavour = zipFancy [BrYellow]
, icount = 16
, irarity = [(1, 1)]
, iverbHit = "haste"
, iweight = 1
, idamage = 0
, iaspects = [toLinger 10, SetFlag Fragile, SetFlag Blast]
, ieffects = [toOrganGood S_HASTED (3 + 1 `d` 3)]
, idesc = "A quick spurt."
, ikit = []
}
spreadNitrogen = ItemKind
{ isymbol = toContentSymbol '`'
, iname = "slowness mist"
, ifreq = [(S_VIOLENT_SLOWNESS_MIST, 1)]
, iflavour = zipPlain [BrBlack]
, icount = 15
, irarity = [(1, 1)]
, iverbHit = "freeze"
, iweight = 1
, idamage = 0
, iaspects = [ toVelocity 10 -- 2 steps, 2 turns, mist, slow
, SetFlag Fragile, SetFlag Blast ]
, ieffects = [toOrganBad S_SLOWED (2 + 1 `d` 3)]
, idesc = "Colourless cold clammy fog, making each movement an effort."
, ikit = []
}
spreadNitrogen8 = spreadNitrogen
{ ifreq = [(S_SLOWNESS_MIST, 1)]
, icount = 7
, iaspects = [ toVelocity 5 -- 1 step, 1 turn, mist, slow
, SetFlag Fragile, SetFlag Blast ]
}
focusedNitrogen = ItemKind
{ isymbol = toContentSymbol '`'
, iname = "slowness mist droplet"
, ifreq = [(S_FOCUSED_SLOWNESS_MIST, 1)]
, iflavour = zipFancy [White]
, icount = 4 -- 28 in total vs 15, higher spread
, irarity = [(1, 1)]
, iverbHit = "freeze"
, iweight = 1
, idamage = 0
, iaspects = [ toLinger 0 -- 0 steps, 1 turn
, SetFlag Fragile, SetFlag Blast ]
, ieffects = [ OnSmash $ Explode S_SLOWNESS_MIST
, toOrganBad S_SLOWED (2 + 1 `d` 3) ]
, idesc = "Colourless and colder than ice."
, ikit = []
}
eyeDrop = ItemKind
{ isymbol = toContentSymbol '`'
, iname = "eye drop"
, ifreq = [(S_EYE_DROP, 1)]
, iflavour = zipFancy [BrCyan]
, icount = 16
, irarity = [(1, 1)]
, iverbHit = "cleanse"
, iweight = 1
, idamage = 0
, iaspects = [toLinger 10, SetFlag Fragile, SetFlag Blast]
, ieffects = [toOrganGood S_FAR_SIGHTED (3 + 1 `d` 3)]
, idesc = "Not to be taken orally."
, ikit = []
}
ironFiling = ItemKind -- fast, short, strongly blinding blast
{ isymbol = toContentSymbol '`'
, iname = "iron filing"
, ifreq = [(S_IRON_FILING, 1)]
, iflavour = zipPlain [Red]
, icount = 16
, irarity = [(1, 1)]
, iverbHit = "blind"
, iweight = 1
, idamage = 0
, iaspects = [toLinger 10, SetFlag Fragile, SetFlag Blast]
, ieffects = [toOrganBad S_BLIND (10 + 1 `d` 10)]
, idesc = "A shaving of bright metal."
, ikit = []
}
smellyDroplet = ItemKind
{ isymbol = toContentSymbol '`'
, iname = "smelly droplet"
, ifreq = [(S_SMELLY_DROPLET, 1)]
, iflavour = zipFancy [Blue]
, icount = 16
, irarity = [(1, 1)]
, iverbHit = "sensitize"
, iweight = 1
, idamage = 0
, iaspects = [toLinger 10, SetFlag Fragile, SetFlag Blast]
, ieffects = [toOrganGood S_KEEN_SMELLING (5 + 1 `d` 3)]
, idesc = "A viscous lump that stains the skin."
, ikit = []
}
eyeShine = ItemKind
{ isymbol = toContentSymbol '`'
, iname = "eye shine"
, ifreq = [(S_EYE_SHINE, 1)]
, iflavour = zipFancy [Cyan]
, icount = 16
, irarity = [(1, 1)]
, iverbHit = "smear"
, iweight = 1
, idamage = 0
, iaspects = [toLinger 10, SetFlag Fragile, SetFlag Blast]
, ieffects = [toOrganGood S_SHINY_EYED (3 + 1 `d` 3)]
, idesc = "They almost glow in the dark."
, ikit = []
}
whiskeySpray = ItemKind
{ isymbol = toContentSymbol '`'
, iname = "whiskey spray"
, ifreq = [(S_WHISKEY_SPRAY, 1)]
, iflavour = zipFancy [Brown]
, icount = 16
, irarity = [(1, 1)]
, iverbHit = "inebriate"
, iweight = 1
, idamage = 0
, iaspects = [toLinger 10, SetFlag Fragile, SetFlag Blast]
, ieffects = [toOrganGood S_DRUNK (3 + 1 `d` 3)]
, idesc = "It burns in the best way."
, ikit = []
}
youthSprinkle = ItemKind
{ isymbol = toContentSymbol '`'
, iname = "youth sprinkle"
, ifreq = [(S_YOUTH_SPRINKLE, 1)]
, iflavour = zipFancy [BrGreen]
, icount = 16
, irarity = [(1, 1)]
, iverbHit = "sprinkle"
, iweight = 1
, idamage = 0
, iaspects = [toLinger 10, SetFlag Fragile, SetFlag Blast]
, ieffects = [ toOrganGood S_ROSE_SMELLING (40 + 1 `d` 20)
, toOrganNoTimer S_REGENERATING ]
, idesc = "Bright and smelling of the Spring."
, ikit = []
}
poisonCloud = ItemKind
{ isymbol = toContentSymbol '`'
, iname = "poison cloud"
, ifreq = [(S_POISON_CLOUD, 1)]
, iflavour = zipFancy [BrMagenta]
, icount = 11 -- low, to be less deadly in a tunnel, compared to single hit
, irarity = [(1, 1)]
, iverbHit = "poison"
, iweight = 0 -- lingers, blocking path
, idamage = 0
, iaspects = [ ToThrow $ ThrowMod 10 100 2 -- 2 steps, 2 turns
, SetFlag Fragile, SetFlag Blast ]
, ieffects = [toOrganNoTimer S_POISONED]
, idesc = "Choking gas that stings the eyes."
, ikit = []
}
pingFlash = ItemKind
{ isymbol = toContentSymbol '`'
, iname = "flash"
, ifreq = [(S_PING_PLASH, 1)]
, iflavour = zipFancy [Green]
, icount = 1
, irarity = [(1, 1)]
, iverbHit = "ping"
, iweight = 1 -- to prevent blocking the way
, idamage = 0
, iaspects = [ ToThrow $ ThrowMod 200 0 1 -- 1 step, .5 turn (necklaces)
, SetFlag Fragile, SetFlag Blast
, AddSkill SkShine 2 ]
, ieffects = [OnSmash Yell]
, idesc = "A ping and a display flash from an echolocator out of sync momentarily."
, ikit = []
}
blastNoStat :: GroupName ItemKind -> ItemKind
blastNoStat grp = ItemKind
{ isymbol = toContentSymbol '`'
, iname = "mist"
, ifreq = [(blastNoStatOf grp, 1)]
, iflavour = zipFancy [White]
, icount = 12
, irarity = [(1, 1)]
, iverbHit = "drain"
, iweight = 1
, idamage = 0
, iaspects = [ toVelocity 10 -- 2 steps, 2 turns
, SetFlag Fragile, SetFlag Blast ]
, ieffects = [toOrganBad grp (3 + 1 `d` 3)]
, idesc = "Completely disables one personal faculty."
, ikit = []
}
blastNoSkMove = blastNoStat S_IMMOBILE
blastNoSkMelee = blastNoStat S_PACIFIED
blastNoSkDisplace = blastNoStat S_IRREPLACEABLE
blastNoSkAlter = blastNoStat S_RETAINING
blastNoSkWait = blastNoStat S_IMPATIENT
blastNoSkMoveItem = blastNoStat S_DISPOSSESSED
blastNoSkProject = blastNoStat S_WITHHOLDING
blastNoSkApply = blastNoStat S_PARSIMONIOUS
blastBonusStat :: GroupName ItemKind -> ItemKind
blastBonusStat grp = ItemKind
{ isymbol = toContentSymbol '`'
, iname = "dew"
, ifreq = [(blastBonusStatOf grp, 1)]
, iflavour = zipFancy [White]
, icount = 12
, irarity = [(1, 1)]
, iverbHit = "elevate"
, iweight = 1
, idamage = 0
, iaspects = [ toVelocity 10 -- 2 steps, 2 turns
, SetFlag Fragile, SetFlag Blast ]
, ieffects = [toOrganGood grp (20 + 1 `d` 5)]
, idesc = "Temporarily enhances the given personal faculty."
, ikit = []
}
blastBonusSkMove = blastBonusStat S_MORE_MOBILE
blastBonusSkMelee = blastBonusStat S_MORE_COMBATIVE
blastBonusSkDisplace = blastBonusStat S_MORE_DISPLACING
blastBonusSkAlter = blastBonusStat S_MORE_MODIFYING
blastBonusSkWait = blastBonusStat S_MORE_PATIENT
blastBonusSkMoveItem = blastBonusStat S_MORE_TIDY
blastBonusSkProject = blastBonusStat S_MORE_PROJECTING
blastBonusSkApply = blastBonusStat S_MORE_PRACTICAL
|