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11678 11679 11680 11681 11682 11683 11684 11685 11686 11687 11688 11689 11690 11691 11692 11693 11694 11695 11696 11697 11698 11699 11700 11701 11702 11703 11704 11705 11706 11707 11708 11709 11710 11711 11712 11713 11714 11715 11716 11717 11718 11719 11720 11721 11722 11723 11724 11725 11726 11727 11728 11729 11730 11731 11732 11733 11734 11735 11736 11737 11738 11739 11740 11741 11742 11743 11744 11745 11746 11747 11748 11749 11750 11751 11752 11753 11754 11755 11756 11757 11758 11759 11760 11761 11762 11763 11764 11765 11766 11767 11768 11769 11770 11771 11772 11773 11774 11775 11776 11777 11778 11779 11780 11781 11782 11783 11784 11785 11786 11787 11788 11789 11790 11791 11792 11793 11794 11795 11796 11797 11798 11799 11800 11801 11802 11803 11804 11805 11806 11807 11808 11809 11810 11811 11812 11813 11814 11815 11816 11817 11818 11819 11820 11821 11822 11823 11824 11825 11826 11827 11828 11829 11830 11831 11832 11833 11834 11835 11836 11837 11838 11839 11840 11841 11842 11843 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|
COMMENT
{
This file is designed to let us define all the enums used
by powder in one place.
Definitions with no contents become plain enum listings.
}
COMMENT
{
These tile listings should match the actual order in the bitmap.
}
DEFINE TILE
{
}
TILE INVALID 65535
TILE VOID 0
TILE FLOOR
TILE WALL
TILE DOOR
TILE AVATAR
TILE LONGSWORD
TILE SHIELD
TILE GREENDRAGON
TILE PATH
TILE WATER
TILE OPENDOOR
TILE TRIDUDE
TILE FIREBEETLE
TILE SHADOW
TILE LADDERDOWN
TILE LADDERUP
TILE ICESNAKE
TILE FIRESNAKE
TILE RAT
TILE BLOOD
TILE GRIDBUG
TILE SHITOMI
TILE BOOT
TILE SANDAL
TILE WELL
TILE LUX
TILE PURPLESLUG
TILE BLUEPOTION
TILE CURSOR
TILE EMPTYSLOT
TILE HELM
TILE BOTTLE
TILE CHAINTUNIC
TILE BLUEROBE
TILE LEATHERTUNIC
TILE STUDDEDTUNIC
TILE PURPLEPOTION
TILE BOULDER
TILE SCROLL
TILE SILVERRING
TILE IRONRING
TILE WOODENRING
TILE GLASSRING
TILE RUBYRING
TILE DAEMON
TILE DIAMONDRING
TILE EMERALDRING
TILE SAPPHIRERING
TILE GOLDRING
TILE AMETHYSTRING
TILE CLEARPOTION
TILE MOBIUSRING
TILE BAEZLEBUBUL
TILE BAEZLEBUBUR
TILE STONERING
TILE AQUAMARINERING
TILE BLUEDRAGON
TILE PLATETUNIC
TILE GLASSTUNIC
TILE INVISIBLESTALKER
TILE REDPOTION
TILE YELLOWPOTION
TILE GREYPOTION
TILE WHITEPOTION
TILE BLACKPOTION
TILE CYANPOTION
TILE RAYSLASH
TILE RAYPIPE
TILE RAYDASH
TILE RAYBACKSLASH
TILE PEARLNECKLACE
TILE GOLDNECKLACE
TILE RUBYNECKLACE
TILE GIANTRAT
TILE WOODENWAND
TILE GLASSWAND
TILE BAEZLEBUBLL
TILE BAEZLEBUBLR
TILE SILVERWAND
TILE IRONWAND
TILE CURVEDWAND
TILE FORKEDWAND
TILE KIWI
TILE BAT
TILE LARGEBAT
TILE BROWNSLUG
TILE DEATHSLUG
TILE SOLIDEARTH
TILE CRETAN_MINOTAUR_UL
TILE CRETAN_MINOTAUR_UR
TILE GOLDTRIDUDE_UL
TILE GOLDTRIDUDE_UR
TILE HUGE3_UL
TILE HUGE3_UR
TILE HUGE4_UL
TILE HUGE4_UR
TILE SILVERSWORD
TILE WARHAMMER
TILE SILVERDAGGER
TILE DAGGER
TILE SPEAR
TILE SILVERSPEAR
TILE CLUB
TILE FLAMINGSWORD
TILE MACE
TILE SHORTSWORD
TILE KNIFE
TILE NOTILE
TILE FLOATINGEYE
TILE SCORPION
TILE CAVESPIDER
TILE GIANTSPIDER
TILE CRETAN_MINOTAUR_LL
TILE CRETAN_MINOTAUR_LR
TILE GOLDTRIDUDE_LL
TILE GOLDTRIDUDE_LR
TILE HUGE3_LL
TILE HUGE3_LR
TILE HUGE4_LL
TILE HUGE4_LR
TILE GREENSNAKE
TILE IRONTORC
TILE SILVERCIRCLET
TILE FEATHEREDHELM
TILE FLOPPYHAT
TILE BLUESPELLBOOK
TILE REDSPELLBOOK
TILE LEATHERSPELLBOOK
TILE PURPLESPELLBOOK
TILE GREYSPELLBOOK
TILE PLAIDSPELLBOOK
TILE BLACKSPELLBOOK
TILE GOLDSPELLBOOK
TILE THINBLUESPELLBOOK
TILE LOCKEDSPELLBOOK
TILE BLUERUNEDSPELLBOOK
TILE REDRUNEDSPELLBOOK
TILE LEATHERRUNEDSPELLBOOK
TILE PURPLERUNEDSPELLBOOK
TILE GREYRUNEDSPELLBOOK
TILE JEWELEDWAND
TILE TWISTEDWAND
TILE FLOORHOLE
TILE PATHHOLE
TILE PATHPIT
TILE WHITESPELLBOOK
TILE BLOODYSPELLBOOK
TILE GLASSSPELLBOOK
TILE THINREDSPELLBOOK
TILE WHITEDRAGON
TILE REDDRAGON
TILE ICEDAEMON
TILE PATHSPIKEDPIT
TILE FLOORPIT
TILE FLOORSPIKEDPIT
TILE LAVA
TILE ICE
TILE TORCH
TILE PURPLEWAND
TILE POINTEDSLIPPER
TILE RIDINGBOOT
TILE IRONSHOE
TILE WINGEDBOOT
TILE FROG
TILE KOBOLD
TILE TROLL
TILE LIZARDMAN
TILE BLACKHEART
TILE GRASS
TILE MOUNTAIN
TILE HILLS
TILE FOREST
TILE GELATINOUSCUBE
TILE HEADLESS
TILE KOBOLDMAGE
TILE WOODENSTAFF
TILE IRONSHODSTAFF
TILE HOOKEDSTAFF
TILE GNARLEDSTAFF
TILE BEJEWELEDSTAFF
TILE SKELETON
TILE VAMPIREBAT
TILE IMP
TILE ZOMBIE
TILE LICH
TILE GHAST
TILE CORPSE
TILE BONES
TILE STUDDEDGORGET
TILE THINLEATHERSPELLBOOK
TILE THINPURPLESPELLBOOK
TILE THINGREYSPELLBOOK
TILE JADEWAND
TILE JADERING
TILE INVALIDSLOT
TILE CHAMELEON
TILE MOUSE
TILE EARTHELEMENTAL
TILE IRONGOLEM
TILE STONEGOLEM
TILE FLESHGOLEM
TILE AIRELEMENTAL
TILE FIREELEMENTAL
TILE WATERELEMENTAL
TILE INVISIBLEAVATAR
TILE STATUE
TILE COCKATRICE
TILE MOUNDFLESH
TILE ROCK
TILE MEATBALL
TILE SMOKE
TILE GEMENCRUSTEDWAND
TILE STONEWAND
TILE GOLDWAND
TILE REDWAND
TILE BLUEWAND
TILE POISONSMOKE
TILE ACIDSMOKE
TILE YELLOWDRAGON
TILE THINPLAIDSPELLBOOK
TILE THINBLACKSPELLBOOK
TILE THINGOLDSPELLBOOK
TILE SHADOW_HEAR
TILE SHADOW_SMELL
TILE SHADOW_ESP
TILE STEAMSMOKE
TILE KOBOLDFIGHTER
TILE CAVETROLL
TILE FLOORSMOKEVENT
TILE FLOORPOISONVENT
TILE FLOORTELEPORTER
TILE PATHSMOKEVENT
TILE PATHPOISONVENT
TILE PATHTELEPORTER
TILE BOW
TILE ARROW
TILE TURTLOID
TILE LARGETURTLOID
TILE HILLORC
TILE ORC
TILE SCROLL_BACK
TILE SCROLL_TOP
TILE SCROLL_BOTTOM
TILE UNKNOWN
TILE GOLDCROWN
TILE CLOGS
TILE GHOST
TILE ACIDPOOL
TILE MINDACIDHAND
TILE KOBOLDASSASSIN
TILE GLOWINGPOTION
TILE BROWNPOTION
TILE GREENPOTION
TILE LIVINGFROST
TILE REINFORCEDWALL
TILE FLOORALTAR
TILE MAGICDOOR
TILE SOULSUCKER
TILE SIGNPOST
TILE GOLDBEETLE
TILE METALFLOOR
TILE METALWALL
TILE DIMDOOR
TILE YRUNE
TILE BLUETRIDUDE
TILE REDTRIDUDE
TILE PURPLETRIDUDE
TILE STARS1
TILE STARS2
TILE STARS3
TILE STARS4
TILE STARS5
TILE VIEWPORT
TILE ONYXRING
TILE RAPIER
TILE FORESTFIRE
TILE FIREARROW
TILE LIGHTNINGRAPIER
TILE ICEMACE
TILE KOBOLDTHIEF
TILE LEATHERHELM
TILE EARTHHAMMER
TILE AFLAME
TILE BROKENVIEWPORT
TILE LIVINGTREE
TILE CURSEDSLOT
TILE HOLYSLOT
TILE NORMALSLOT
TILE FAVORITESLOT
TILE UNIQUEMOB
TILE TAMEMOB
TILE MIRRORSHIELD
TILE TOWERSHIELD
TILE KITESHIELD
TILE WOODENSHIELD
TILE BUCKLER
TILE TRICERATOPS
TILE ASLEEP
TILE ELDER
COMMENT
{
Sprites exist on their own plane. They also get their own
palettes. These are largely for stylus cursors and action buttons
which we float above the actual tiles for convenience.
}
DEFINE SPRITE
{
}
SPRITE INVALID 65535
SPRITE EQUIP 0
SPRITE DEQUIP
SPRITE DROP
SPRITE EAT
SPRITE BREATHE
SPRITE WALK
SPRITE LOOK
SPRITE QUAFF
SPRITE READ
SPRITE ZAP
SPRITE FIRE
SPRITE QUIVER
SPRITE HELP
SPRITE UNUSED
SPRITE DIP
SPRITE OPEN
SPRITE CLOSE
SPRITE HISTORY
SPRITE INVENTORY
SPRITE CLIMB
SPRITE PICKUP
SPRITE NAME
SPRITE FORGET
SPRITE MINIMAP
SPRITE NORTH
SPRITE SOUTH
SPRITE EAST
SPRITE WEST
SPRITE NORTHWEST
SPRITE NORTHEAST
SPRITE SOUTHEAST
SPRITE SOUTHWEST
SPRITE UP
SPRITE DOWN
SPRITE TEXT
SPRITE TILE
SPRITE CANCEL
SPRITE VOID
SPRITE CURSOR
SPRITE COMMAND
SPRITE PRAY
SPRITE SORT
SPRITE SLEEP
SPRITE SPLITSTACK
SPRITE JUMP
SPRITE SWAP
SPRITE VERBLIST
SPRITE OPTIONS
SPRITE RELEASE
SPRITE WAIT
SPRITE SEARCH
SPRITE EMPTYSLOT
SPRITE UNUSEDSPELL
SPRITE STICKYFLAMES
SPRITE MAGICMISSILE
SPRITE CHILL
SPRITE SPARK
SPRITE FROSTBOLT
SPRITE LIVINGFROST
SPRITE BLIZZARD
SPRITE FIREBALL
SPRITE FLAMESTRIKE
SPRITE LIGHTNINGBOLT
SPRITE CHAINLIGHTNING
SPRITE SUNFIRE
SPRITE ACIDSPLASH
SPRITE ACIDICMIST
SPRITE CORROSIVEEXPLOSION
SPRITE ACIDPOOL
SPRITE MINDACID
SPRITE DISINTEGRATE
SPRITE REGENERATE
SPRITE SLOWPOISON
SPRITE HEAL
SPRITE CUREPOISON
SPRITE MAJORHEAL
SPRITE RESURRECT
SPRITE SUMMON_FAMILIAR
SPRITE TRANSFER_KNOWLEDGE
SPRITE LIGHT
SPRITE DARKNESS
SPRITE KNOCK
SPRITE TRACK
SPRITE WIZARDSEYE
SPRITE DIAGNOSE
SPRITE PRESERVE
SPRITE POSSESS
SPRITE MAGICMAP
SPRITE DETECTCURSE
SPRITE IDENTIFY
SPRITE BLINK
SPRITE FETCH
SPRITE TELEPORT
SPRITE TELEWITHCONTROL
SPRITE DIRECTWIND
SPRITE FORCEBOLT
SPRITE FORCEWALL
SPRITE DIG
SPRITE CREATEPIT
SPRITE ROLLINGBOULDER
SPRITE PETRIFY
SPRITE STONETOFLESH
SPRITE ENTOMB
SPRITE RAISE_UNDEAD
SPRITE RECLAIM_SOUL
SPRITE DARK_RITUAL
SPRITE POISONITEM
SPRITE POISONBOLT
SPRITE GHASTIFY
SPRITE BINDSOUL
SPRITE SOULSUCK
SPRITE SUMMON_IMP
SPRITE SUMMON_DEMON
SPRITE CLOUDKILL
SPRITE FINGEROFDEATH
SPRITE YESWAY
SPRITE NOWAY
SPRITE WISH
SPRITE FLASH
SPRITE GROWFOREST
SPRITE DOWNPOUR
SPRITE SPELLREADY
SPRITE ANIMATEFOREST
SPRITE SANDSTORM
COMMENT
{
Mini tiles are the overlay tiles for the avatar.
The slot is where the icon was drawn. Each slot has a home (x,y)
coord. Thus, if you put something in a weird slot, we can calculate
the offset and do a best-guess render.
}
DEFINE MINI
{
ENM slot ITEMSLOT BODY
}
MINI NAKED
MINI HELM
{
slot HEAD
}
MINI HAT
{
slot HEAD
}
MINI BLUEROBE
{
slot BODY
}
MINI LEATHERTUNIC
{
slot BODY
}
MINI STUDDEDTUNIC
{
slot BODY
}
MINI CHAINTUNIC
{
slot BODY
}
MINI SWORD
{
slot RHAND
}
MINI CLUB
{
slot RHAND
}
MINI MACE
{
slot RHAND
}
MINI REDSHIELD
{
slot LHAND
}
MINI SANDALS
{
slot FEET
}
MINI BOOTS
{
slot FEET
}
MINI LEATHERHELM
{
slot HEAD
}
MINI SILVERCIRCLET
{
slot HEAD
}
MINI CRYSTALPLATE
{
slot BODY
}
MINI FEATHEREDHELM
{
slot HEAD
}
MINI PLATEMAIL
{
slot BODY
}
MINI FLAMINGSWORD
{
slot RHAND
}
MINI WARHAMMER
{
slot RHAND
}
MINI SPEAR
{
slot RHAND
}
MINI MIRRORSHIELD
{
slot LHAND
}
MINI TOWERSHIELD
{
slot LHAND
}
MINI WOODENSHIELD
{
slot LHAND
}
MINI BUCKLER
{
slot LHAND
}
MINI ROUNDSHIELD
{
slot LHAND
}
MINI TORCH
{
slot LHAND
}
MINI IRONSHOES
{
slot FEET
}
MINI POINTEDSLIPPERS
{
slot FEET
}
MINI RIDINGBOOTS
{
slot FEET
}
MINI WINGEDBOOTS
{
slot FEET
}
MINI STAFF
{
slot RHAND
}
MINI POTION
{
slot RHAND
}
MINI BOW
{
slot RHAND
}
MINI GOLDCROWN
{
slot HEAD
}
MINI CLOGS
{
slot FEET
}
MINI MINDACIDHAND
{
slot RHAND
}
MINI BOOK
{
slot RHAND
}
MINI SCROLL
{
slot RHAND
}
MINI SHORTSWORD
{
slot RHAND
}
MINI DAGGER
{
slot RHAND
}
MINI KNIFE
{
slot RHAND
}
MINI PEARLNECKLACE
{
slot AMULET
}
MINI GOLDNECKLACE
{
slot AMULET
}
MINI RUBYNECKLACE
{
slot AMULET
}
MINI IRONTORC
{
slot AMULET
}
MINI STUDDEDGORGET
{
slot AMULET
}
MINI WAND
{
slot RHAND
}
MINI LIGHTNINGRAPIER
{
slot RHAND
}
MINI ICEMACE
{
slot RHAND
}
MINI RAPIER
{
slot RHAND
}
MINI EARTHHAMMER
{
slot RHAND
}
MINI NAKEDPOISON
MINI NAKEDSTONE
MINI NONE
DEFINE TRAP
{
CST name "none"
ENM attack ATTACK NONE
U8 triggerchance 100
ENM moveevade MOVE NONE
U8 level 255
}
TRAP NONE
TRAP HOLE
{
name "hole"
triggerchance 30
moveevade FLY
level 1
}
TRAP PIT
{
name "pit"
triggerchance 40
moveevade FLY
attack TRAP_PIT
level 0
}
TRAP SPIKEDPIT
{
name "spiked pit"
triggerchance 40
moveevade FLY
attack TRAP_SPIKEDPIT
level 2
}
TRAP SMOKEVENT
{
name "smoke vent"
triggerchance 40
level 4
}
TRAP POISONVENT
{
name "poison vent"
triggerchance 40
level 10
}
TRAP TELEPORT
{
name "teleporter"
triggerchance 90
level 3
}
DEFINE COLOUR
{
u8 red 0
u8 green 0
u8 blue 0
}
COLOUR INVISIBLE 0
COLOUR BLACK
{
red 0
green 0
blue 0
}
COLOUR LIGHTBLACK
{
red 32
green 32
blue 32
}
COLOUR WHITE
{
red 255
green 255
blue 255
}
COLOUR RED
{
red 255
green 0
blue 0
}
COLOUR LIGHTRED
{
red 255
green 128
blue 128
}
COLOUR GREEN
{
red 0
green 255
blue 0
}
COLOUR LIGHTGREEN
{
red 128
green 255
blue 128
}
COLOUR BLUE
{
red 0
green 0
blue 255
}
COLOUR YELLOW
{
red 255
green 255
blue 0
}
COLOUR LIGHTYELLOW
{
red 255
green 255
blue 128
}
COLOUR CYAN
{
red 0
green 255
blue 255
}
COLOUR MAGENTA
{
red 255
green 0
blue 255
}
COLOUR GREY
{
red 128
green 128
blue 128
}
COLOUR BROWN
{
red 196
green 128
blue 64
}
COLOUR DARKGREEN
{
red 0
green 128
blue 0
}
COLOUR DARKRED
{
red 128
green 0
blue 0
}
COMMENT
{
HUNGER names are the different levels of hunger
that someone experiences.
}
DEFINE HUNGER
{
CST name "Hungry"
U16 foodlevel 0
}
HUNGER STARVING
{
name "Starving"
foodlevel 0
}
HUNGER HUNGRY
{
name "Hungry"
foodlevel 100
}
HUNGER FORAGE
{
name 0
foodlevel 500
}
HUNGER NORMAL
{
name 0
foodlevel 1000
}
HUNGER FULL
{
name "Full"
foodlevel 2500
}
COMMENT
{
DEATHMSG is collections of death messages for different creature
types. This allows each creature type to have its own custom
death messages suitable to its type.
These use the same format as the intrinsic change list.
}
DEFINE DEATHMSG_MSG
{
CST msg 0
}
DEFINE DEATHMSG
{
ENMLIST msglist DEATHMSG_MSG NONE
}
DEATHMSG_MSG NONE 0
{
}
DEATHMSG_MSG DIE
{
msg "%U <die>!"
}
DEATHMSG_MSG HEAP
{
msg "%U <crumple> into a heap!"
}
DEATHMSG_MSG BLOOD
{
msg "%U <collapse> in a pool of blood!"
}
DEATHMSG_MSG DUST
{
msg "%U <collapse> in a pile of dust!"
}
DEATHMSG_MSG WOOD
{
msg "%U <collapse> into a pile of twigs!"
}
DEATHMSG_MSG SPARK
{
msg "%U <collapse> in a cloud of sparks!"
}
DEATHMSG_MSG ICHOR
{
msg "%U <collapse> in a pool of ichor!"
}
DEATHMSG_MSG FLAME
{
msg "%U <collapse> in a burst of flame!"
}
DEATHMSG_MSG FADE
{
msg "%U <fade> into the void!"
}
DEATHMSG_MSG WISP
{
msg "%U <dissolve> into wisps!"
}
DEATHMSG_MSG WATER
{
msg "%U <collapse> in a pool of water!"
}
DEATHMSG BLOOD
{
msglist DIE
msglist HEAP
msglist BLOOD
}
DEATHMSG DUST
{
msglist DIE
msglist HEAP
msglist DUST
}
DEATHMSG WOOD
{
msglist DIE
msglist HEAP
msglist WOOD
}
DEATHMSG SPARK
{
msglist DIE
msglist HEAP
msglist SPARK
}
DEATHMSG ICHOR
{
msglist DIE
msglist HEAP
msglist ICHOR
}
DEATHMSG FLAME
{
msglist DIE
msglist HEAP
msglist FLAME
}
DEATHMSG WATER
{
msglist DIE
msglist HEAP
msglist WATER
}
DEATHMSG INCORPREAL
{
msglist WISP
msglist FADE
}
COMMENT
{
Squares have a lot of stuff describing their properties...
tile - Base tile to draw this with
trap - Trap type.
movetype - What moves can be made onto that square
minicolour - What to draw the square as on the minimap
findchance - Chance of finding the hidden square
hiddensquare - What you would find :>
invissquare - What it switches to when made invisible
description - Noun description of what is here: "a ladder up".
invulnerable - True if nothing should ever change this square.
transparent - True if one can look through this square.
islit - if true, tile always has templit flag set.
}
DEFINE SQUARE
{
ENM16 tile TILE VOID
ENM trap TRAP NONE
ENM movetype MOVE PHASE
ENM minicolour COLOUR BLACK
U8 findchance 0
ENM hiddensquare SQUARE EMPTY
ENM invissquare SQUARE EMPTY
ENM disarmsquare SQUARE EMPTY
CST description 0
BOOL invulnerable false
BOOL transparent true
BOOL promptclimb false
BOOL islit false
BOOL isforest false
ENM submergeattack ATTACK SUFFOCATE
BOOL isstars false
}
SQUARE EMPTY 0
{
tile SOLIDEARTH
minicolour BLACK
transparent false
}
SQUARE WALL
{
tile WALL
minicolour GREY
transparent false
description "a stone wall"
}
SQUARE METALWALL
{
tile METALWALL
minicolour GREY
transparent false
movetype OTHER
invulnerable true
description "a metal wall"
}
SQUARE VIEWPORT
{
tile VIEWPORT
minicolour GREY
transparent true
movetype OTHER
invulnerable true
description "a glass wall"
}
SQUARE BROKENVIEWPORT
{
tile BROKENVIEWPORT
minicolour CYAN
transparent true
movetype WALK
invulnerable true
description "a broken glass wall"
}
SQUARE METALFLOOR
{
tile METALFLOOR
minicolour LIGHTBLACK
movetype WALK
invulnerable true
}
SQUARE DIMDOOR
{
tile DIMDOOR
minicolour MAGENTA
movetype WALK
invulnerable true
promptclimb true
description "a dimensional portal"
}
SQUARE REINFORCEDWALL
{
tile REINFORCEDWALL
minicolour GREY
transparent false
invulnerable true
movetype OTHER
description "a reinforced wall"
}
SQUARE STARS1
{
tile STARS1
minicolour BLACK
transparent true
invulnerable true
movetype WALK
description "stars"
isstars true
}
SQUARE STARS2
{
tile STARS2
minicolour BLACK
transparent true
invulnerable true
movetype WALK
description "stars"
isstars true
}
SQUARE STARS3
{
tile STARS3
minicolour BLACK
transparent true
invulnerable true
movetype WALK
description "stars"
isstars true
}
SQUARE STARS4
{
tile STARS4
minicolour BLACK
transparent true
invulnerable true
movetype WALK
description "stars"
isstars true
}
SQUARE STARS5
{
tile STARS5
minicolour BLACK
transparent true
invulnerable true
movetype WALK
description "stars"
isstars true
}
SQUARE FLOOR
{
tile FLOOR
movetype WALK
minicolour RED
}
SQUARE FLOORALTAR
{
tile FLOORALTAR
movetype WALK
minicolour CYAN
description "a fiery altar"
}
SQUARE FLOORHOLE
{
tile FLOORHOLE
movetype WALK
minicolour CYAN
description "a hole"
disarmsquare FLOOR
invissquare SECRETFLOORHOLE
trap HOLE
}
SQUARE PATHHOLE
{
tile PATHHOLE
movetype WALK
minicolour CYAN
description "a hole"
disarmsquare CORRIDOR
invissquare SECRETPATHHOLE
trap HOLE
}
SQUARE WATER
{
tile WATER
movetype SWIM
minicolour BLUE
submergeattack DROWN
description "water"
}
SQUARE ICE
{
tile ICE
movetype WALK
minicolour CYAN
submergeattack DROWN
}
SQUARE DOOR
{
tile DOOR
movetype PHASE
minicolour YELLOW
description "a door"
transparent false
invissquare SECRETDOOR
}
COMMENT
{
Blocked doors are intentionally impossible to distinguish from
normal doors, the only difference being that the AI will not
open blocked doors. This allows special rooms to properly
keep monsters contained.
}
SQUARE BLOCKEDDOOR
{
tile DOOR
movetype PHASE
minicolour YELLOW
description "a door"
transparent false
invissquare SECRETDOOR
}
SQUARE MAGICDOOR
{
tile MAGICDOOR
movetype OTHER
minicolour YELLOW
description "a magical door"
transparent false
invulnerable true
}
SQUARE OPENDOOR
{
tile OPENDOOR
movetype WALK
minicolour YELLOW
}
SQUARE SECRETDOOR
{
tile WALL
movetype PHASE
minicolour GREY
hiddensquare DOOR
findchance 30
transparent false
description "a stone wall"
}
SQUARE CORRIDOR
{
tile PATH
movetype WALK
minicolour BROWN
}
SQUARE LADDERDOWN
{
tile LADDERDOWN
movetype WALK
minicolour DARKGREEN
description "a ladder down"
invulnerable true
promptclimb true
}
SQUARE LADDERUP
{
tile LADDERUP
movetype WALK
minicolour GREEN
description "a ladder up"
invulnerable true
promptclimb true
}
SQUARE FLOORPIT
{
tile FLOORPIT
minicolour CYAN
movetype WALK
description "a pit"
disarmsquare FLOOR
invissquare SECRETFLOORPIT
trap PIT
}
SQUARE PATHPIT
{
tile PATHPIT
minicolour CYAN
movetype WALK
description "a pit"
disarmsquare CORRIDOR
invissquare SECRETPATHPIT
trap PIT
}
SQUARE FLOORSPIKEDPIT
{
tile FLOORSPIKEDPIT
minicolour CYAN
movetype WALK
description "a spiked pit"
disarmsquare FLOOR
invissquare SECRETFLOORSPIKEDPIT
trap SPIKEDPIT
}
SQUARE PATHSPIKEDPIT
{
tile PATHSPIKEDPIT
minicolour CYAN
movetype WALK
description "a spiked pit"
disarmsquare CORRIDOR
invissquare SECRETPATHSPIKEDPIT
trap SPIKEDPIT
}
SQUARE SECRETFLOORSPIKEDPIT
{
tile FLOOR
minicolour RED
hiddensquare FLOORSPIKEDPIT
movetype WALK
findchance 60
}
SQUARE SECRETPATHSPIKEDPIT
{
tile PATH
minicolour BROWN
hiddensquare PATHSPIKEDPIT
movetype WALK
findchance 60
}
SQUARE SECRETFLOORPIT
{
tile FLOOR
minicolour RED
hiddensquare FLOORPIT
movetype WALK
findchance 60
}
SQUARE SECRETPATHPIT
{
tile PATH
minicolour BROWN
hiddensquare PATHPIT
movetype WALK
findchance 60
}
SQUARE SECRETFLOORHOLE
{
tile FLOOR
minicolour RED
hiddensquare FLOORHOLE
movetype WALK
findchance 60
}
SQUARE SECRETPATHHOLE
{
tile PATH
minicolour BROWN
hiddensquare PATHHOLE
movetype WALK
findchance 60
}
SQUARE FLOORPOISONVENT
{
tile FLOORPOISONVENT
minicolour CYAN
movetype WALK
description "a poison vent"
disarmsquare FLOOR
invissquare SECRETFLOORPOISONVENT
trap POISONVENT
}
SQUARE PATHPOISONVENT
{
tile PATHPOISONVENT
minicolour CYAN
movetype WALK
description "a poison vent"
disarmsquare CORRIDOR
invissquare SECRETPATHPOISONVENT
trap POISONVENT
}
SQUARE FLOORSMOKEVENT
{
tile FLOORSMOKEVENT
minicolour CYAN
movetype WALK
description "a smoke vent"
disarmsquare FLOOR
trap SMOKEVENT
invissquare SECRETFLOORSMOKEVENT
}
SQUARE PATHSMOKEVENT
{
tile PATHSMOKEVENT
minicolour CYAN
movetype WALK
description "a smoke vent"
disarmsquare CORRIDOR
trap SMOKEVENT
invissquare SECRETPATHSMOKEVENT
}
SQUARE SECRETFLOORPOISONVENT
{
tile FLOOR
minicolour RED
hiddensquare FLOORPOISONVENT
movetype WALK
findchance 60
}
SQUARE SECRETFLOORSMOKEVENT
{
tile FLOOR
minicolour RED
hiddensquare FLOORSMOKEVENT
movetype WALK
findchance 60
}
SQUARE SECRETPATHPOISONVENT
{
tile PATH
minicolour BROWN
hiddensquare PATHPOISONVENT
movetype WALK
findchance 60
}
SQUARE SECRETPATHSMOKEVENT
{
tile PATH
minicolour BROWN
hiddensquare PATHSMOKEVENT
movetype WALK
findchance 60
}
SQUARE PATHTELEPORTER
{
tile PATHTELEPORTER
minicolour CYAN
movetype WALK
description "a teleporter"
disarmsquare CORRIDOR
trap TELEPORT
invissquare SECRETPATHTELEPORTER
}
SQUARE FLOORTELEPORTER
{
tile FLOORTELEPORTER
minicolour CYAN
movetype WALK
description "a teleporter"
disarmsquare CORRIDOR
trap TELEPORT
invissquare SECRETFLOORTELEPORTER
}
SQUARE SECRETFLOORTELEPORTER
{
tile FLOOR
minicolour RED
hiddensquare FLOORTELEPORTER
movetype WALK
findchance 60
}
SQUARE SECRETPATHTELEPORTER
{
tile PATH
minicolour BROWN
hiddensquare PATHTELEPORTER
movetype WALK
findchance 60
}
SQUARE LAVA
{
tile LAVA
minicolour DARKRED
movetype SWIM
submergeattack DROWN
islit true
description "lava"
}
SQUARE ACID
{
tile ACIDPOOL
minicolour YELLOW
movetype SWIM
submergeattack DROWN
description "acid"
}
SQUARE GRASS
{
tile GRASS
minicolour GREEN
movetype WALK
}
SQUARE MOUNTAIN
{
tile MOUNTAIN
minicolour GREY
movetype PHASE
transparent 0
description "mountains"
}
SQUARE HILLS
{
tile HILLS
minicolour YELLOW
movetype WALK
description "hills"
}
SQUARE FOREST
{
tile FOREST
minicolour DARKGREEN
movetype WALK
transparent false
isforest true
description "forest"
}
SQUARE FORESTFIRE
{
tile FORESTFIRE
minicolour DARKRED
islit true
movetype WALK
transparent false
isforest true
description "a forest fire"
}
SQUARE SIGNPOST
{
tile SIGNPOST
minicolour BROWN
movetype WALK
description "a signpost"
}
COMMENT
{
Different smoke types allow us to produce different
smoke effects.
}
DEFINE SMOKE
{
CST name "smoke"
ENM16 tile TILE VOID
ENM attack ATTACK NONE
U8 decayrate 5
}
SMOKE NONE
{
name "clear air"
tile VOID
}
SMOKE SMOKE
{
name "smoke"
tile SMOKE
attack INHALE_SMOKE
}
SMOKE STEAM
{
name "steam"
tile STEAMSMOKE
attack INHALE_STEAM
decayrate 30
}
SMOKE POISON
{
name "poison gas"
tile POISONSMOKE
attack INHALE_POISONSMOKE
}
SMOKE ACID
{
name "acidic smoke"
tile ACIDSMOKE
attack INHALE_ACIDSMOKE
}
COMMENT
{
This is a bit field used for the global map flags.
DIG: Can you dig down in this map to get to the next level.
NEWMOBS: Can new mobs be generated?
NOITEMS: Prohibits item generation
NOTELE: Are you allowed to teleport? (Blink is always allowed)
}
DEFINE MAPFLAG
{
}
MAPFLAG NONE 0
MAPFLAG DIG 1
MAPFLAG NEWMOBS 2
MAPFLAG NOITEMS 4
MAPFLAG NOTELE 8
COMMENT
{
This is a bit field used for common square flags.
TEMPLIT is cleared every round and is used for dynamic lights,
while LIT signifies that the square is self-lit.
FOV tracks if a square is visible from the stashed FOV location,
which will traditionally be the avatars current position.
SMOKE is used to track if there is smoke in the square.
NOMOB prevents random generation of monsters (but allows /oCM)
prevents teleport *into* or reaching via trap door.
MAPPED tracks if the avatar has seen the square
TRAPPED is unused.
}
DEFINE SQUAREFLAG
{
}
SQUAREFLAG NONE 0
SQUAREFLAG LIT 1
SQUAREFLAG TEMPLIT 2
SQUAREFLAG MAPPED 4
SQUAREFLAG TRAPPED 8
SQUAREFLAG FOV 16
SQUAREFLAG SMOKE 32
SQUAREFLAG NOMOB 64
COMMENT
{
Movement names is a bitfield representing different types of
movement. Movement is valid if the type & creature movement is
nonzero.
Standard names are used for creatures to represent multiple modes.
}
DEFINE MOVE
{
}
MOVE NONE 0
MOVE WALK 1
MOVE SWIM 2
MOVE FLY 4
MOVE PHASE 8
MOVE OTHER 16
MOVE STD_SWIM 3
MOVE STD_FLY 7
MOVE STD_PHASE 13
MOVE ALL 31
COMMENT
{
The CURSECHANCE determines for items how often they care cursed.
Magic types will override this as we usually base curse on the
magic type rather than the curse type.
The ratios are:
100 0 0
70 20 10
15 70 15
10 20 70
0 0 100
0 100 0
}
DEFINE CURSECHANCE
{
U8 curse 0
U8 normal 100
U8 bless 0
}
CURSECHANCE ALWAYSCURSE
{
curse 100
normal 0
bless 0
}
CURSECHANCE OFTENCURSE
{
curse 70
normal 20
bless 10
}
CURSECHANCE NORMAL
{
curse 15
normal 70
bless 15
}
CURSECHANCE OFTENBLESS
{
curse 10
normal 20
bless 70
}
CURSECHANCE ALWAYSBLESS
{
curse 0
normal 0
bless 100
}
CURSECHANCE ALWAYSMUNDANE
{
curse 0
normal 100
bless 0
}
DEFINE ELEMENT
{
CST name "none"
}
ELEMENT PHYSICAL
{
name "physical"
}
ELEMENT FIRE
{
name "fire"
}
ELEMENT COLD
{
name "cold"
}
ELEMENT SHOCK
{
name "shock"
}
ELEMENT ACID
{
name "acid"
}
ELEMENT LIGHT
{
name "light"
}
ELEMENT DEATH
{
name "death"
}
COMMENT
{
These are fake elements used solely for noting resistances in the
AI.
}
ELEMENT POISON
{
name "poison"
}
ELEMENT REFLECTIVITY
{
name "reflectivity"
}
ELEMENT SLEEP
{
name "sleep"
}
COMMENT
{
INTRINSICS are things people can have. Items can also have them,
in which case they will pass them to anyone who equips the item.
- clearondeath intrinsics will be eliminated by dying. This means
if you life save, you will have the intrinsics removed.
- survive poly means if it exists on the non-polyed version, it
will be transferred to the new mob.
- survive unpoly means that when we un-poly we transfer the
intrinsic over. This usually matches survivepoly.
- clearonpoly means after polying, the base mob has the attribute
cleared. This could be set with survive on poly for interesting
behaviour.
- maxcount is the maximum length a counter can be set for.
Counters over this are just set to this. 0 means no max.
- visiblechange marks intrinsics which one gets a message for
even if not applied to oneself.
- maskchangeifclothed marks intrinsics which only broad cast the
change if you aren't wearing something that hides that effect.
- Format: %U - You
%R - Your
<foo> - verbify infinitive foo.
- affectappearance marks intrinsics that need a rebuildAppearance
to keep things in sync.
- losewheninflictordies will set a five turn timeout when the
inflictor of the intrinsic dies.
}
DEFINE INTRINSIC
{
CST name "generic intrinsic"
CST gaintxt "%U <feel> more generic."
CST losetxt "%U <feel> less generic."
BOOL clearondeath 0
BOOL survivepoly false
BOOL surviveunpoly false
BOOL clearonpoly false
BOOL visiblechange 0
BOOL maskchangeifclothed false
BOOL ispoison false
U8 maxcount 0
ENM resistance INTRINSIC NONE
BOOL isspell false
BOOL isskill false
BOOL affectappearance false
BOOL losewheninflictordies false
}
INTRINSIC NONE
{
name "nothing special"
gaintxt "%U <gain> nothing."
losetxt "%U <lose> nothing."
}
INTRINSIC DEAD
{
name "dead"
gaintxt "%U <die>."
losetxt "%U <return> to life."
}
INTRINSIC LEFTHANDED
{
name "left handed"
gaintxt "%R left hand feels dominant."
losetxt "%R right hand feels dominant."
}
INTRINSIC FAST
{
name "fast"
gaintxt "%U <speed> up."
losetxt "%U <slow> down."
visiblechange 1
}
INTRINSIC QUICK
{
name "quick"
gaintxt "%U <quicken>."
losetxt "%U <be> less quick."
visiblechange 1
}
INTRINSIC SLOW
{
name "slow"
gaintxt "%U <slow>."
losetxt "%U <unslow>."
visiblechange 1
}
INTRINSIC DIG
{
name "can dig"
gaintxt "%U can dig."
losetxt "%U cannot dig."
}
INTRINSIC UNCHANGING
{
name "unchanging"
gaintxt "%U <fear> change."
losetxt "Change is good."
}
INTRINSIC STONING
{
name "turning to stone"
gaintxt "%U <begin> to turn to stone."
losetxt "%R flesh softens."
clearondeath 1
clearonpoly 1
maxcount 3
visiblechange 1
affectappearance true
}
INTRINSIC RESISTSTONING
{
name "stoning resistance"
gaintxt "%R skin is soft."
losetxt "%R skin is less supple."
}
INTRINSIC RESISTFIRE
{
name "fire resistance"
gaintxt "%U <feel> like roasting marshmallows."
losetxt "%U <feel> feverish."
}
INTRINSIC RESISTCOLD
{
name "cold resistance"
gaintxt "%U <feel> like ice skating."
losetxt "%U <feel> an icy chill."
}
INTRINSIC RESISTSHOCK
{
name "shock resistance"
gaintxt "%U <feel> insulated."
losetxt "%U <feel> electrified."
}
INTRINSIC RESISTACID
{
name "acid resistance"
gaintxt "%U <feel> basic."
losetxt "%U <feel> acidic."
}
INTRINSIC RESISTPOISON
{
name "poison resistance"
gaintxt "%U <feel> healthy."
losetxt "%U <feel> weak."
}
INTRINSIC RESISTPHYSICAL
{
name "physical immunity"
gaintxt "%R skin is like rock."
losetxt "%R skin is soft."
}
INTRINSIC TELEPORT
{
name "teleport"
gaintxt "%U <feel> jumpy."
losetxt "%U <feel> stabilized."
}
INTRINSIC TELEFIXED
{
name "position fixed"
gaintxt "%U <feel> localized."
losetxt "%U <feel> more mobile."
}
INTRINSIC POSITIONREVEALED
{
name "position revealed"
gaintxt "%U <feel> like someone is always watching."
losetxt "%U <feel> inconspicuous."
}
INTRINSIC TELEPORTCONTROL
{
name "teleport control"
gaintxt "%U <feel> in control."
losetxt "%R mind wanders."
}
INTRINSIC MISSINGFINGER
{
name "missing a finger"
gaintxt "%U <have> lost a finger!"
losetxt "%U <have> regained %R finger."
visiblechange 1
}
INTRINSIC REGENERATION
{
name "regeneration"
gaintxt "%R bruises fade quickly."
losetxt "%R bruises return."
}
INTRINSIC NOREGEN
{
name "non-regeneratable"
gaintxt "%U <stop> self-repairing."
losetxt "%U <start> to self-repair."
}
INTRINSIC BLEED
{
name "bleeding"
gaintxt "%U <bleed> profusely."
losetxt "%U <stop> bleeding."
clearondeath true
clearonpoly true
visiblechange true
}
INTRINSIC MAGICDRAIN
{
name "magic drained"
gaintxt "%R mind slows."
losetxt "%R mind races."
survivepoly true
surviveunpoly true
}
INTRINSIC REFLECTION
{
name "reflective"
gaintxt "A silvery sheen surrounds %U."
losetxt "The silvery sheen dissipates from %U."
}
INTRINSIC SEARCH
{
name "search"
gaintxt "%U <be> aware!"
losetxt "%U <stop> paying attention."
}
INTRINSIC VULNSILVER
{
name "vulnerable to silver"
gaintxt "%U <begin> to fear silver."
losetxt "%U no longer <fear> silver."
}
INTRINSIC GOLDALLERGY
{
name "allergic to gold"
gaintxt "%U <develop> an allergy to gold."
losetxt "%U <begin> to tolerate gold."
}
INTRINSIC VULNFIRE
{
name "vulnerable to fire"
gaintxt "%U <begin> to fear fire."
losetxt "%U no longer <fear> fire."
}
INTRINSIC VULNCOLD
{
name "vulnerable to cold"
gaintxt "%U <begin> to fear cold."
losetxt "%U no longer <fear> cold."
}
INTRINSIC VULNACID
{
name "vulnerable to acid"
gaintxt "%U <begin> to fear acid."
losetxt "%U no longer <fear> acid."
}
INTRINSIC VULNSHOCK
{
name "vulnerable to shock"
gaintxt "%U <begin> to fear shock."
losetxt "%U no longer <fear> shock."
}
INTRINSIC VULNPHYSICAL
{
name "vulnerable to physical attacks"
gaintxt "%R skin bruises easily."
losetxt "%R skin seems slightly less soft."
}
INTRINSIC CONFUSED
{
name "confused"
gaintxt "%U <be> confused."
losetxt "%U <be> clear headed."
visiblechange 1
survivepoly true
surviveunpoly true
clearonpoly true
}
INTRINSIC INVISIBLE
{
name "invisible"
gaintxt "%U <be> invisible."
losetxt "%U <be> visible."
visiblechange 1
maskchangeifclothed true
}
INTRINSIC SEEINVISIBLE
{
name "see invisible"
gaintxt "%U can see the wind."
losetxt "The wind vanishes."
}
INTRINSIC BLIND
{
name "blind"
gaintxt "%U <be> blind!"
losetxt "%U can see."
visiblechange 1
maskchangeifclothed true
}
INTRINSIC DEAF
{
name "deaf"
gaintxt "%U <be> deafened!"
losetxt "%U can hear."
visiblechange 1
maskchangeifclothed true
}
INTRINSIC NOISY
{
name "noisy"
gaintxt "%U <step> heavily."
losetxt "%R steps are lighter."
}
INTRINSIC WARNING
{
name "warning"
gaintxt "%U <be> warned."
losetxt "%U no longer are warned."
}
INTRINSIC TELEPATHY
{
name "telepathic"
gaintxt "%U <sense> the chattering of voices."
losetxt "%R mind quiets."
}
INTRINSIC STRANGLE
{
name "strangled"
gaintxt "%U cannot breathe!"
losetxt "%U can breathe again."
clearondeath 1
clearonpoly 1
visiblechange 1
}
INTRINSIC NOBREATH
{
name "breathless"
gaintxt "%U <do> not need to breathe."
losetxt "%U <breathe> deeply."
}
INTRINSIC LIFESAVE
{
name "life saved"
gaintxt "%U <feel> fearless."
losetxt "%U <think> caution may be the better part of valour."
clearondeath 1
}
INTRINSIC TIRED
{
name "tired"
gaintxt "%U <feel> fatigued."
losetxt "%U <feel> rejuvenated."
clearondeath 1
survivepoly true
surviveunpoly true
clearonpoly true
}
INTRINSIC ASLEEP
{
name "asleep"
gaintxt "%U <fall> asleep."
losetxt "%U <wake> up."
clearondeath true
survivepoly true
surviveunpoly true
clearonpoly true
visiblechange true
resistance RESISTSLEEP
}
INTRINSIC RESISTSLEEP
{
name "sleep resistance"
gaintxt "%U <feel> wide awake."
losetxt "%U <feel> sleepy."
}
INTRINSIC PARALYSED
{
name "paralysed"
gaintxt "%U <be> paralysed."
losetxt "%U can move again."
clearondeath true
clearonpoly true
visiblechange true
resistance FREEDOM
}
INTRINSIC FREEDOM
{
name "freedom"
gaintxt "Pathways open before %U."
losetxt "%U <feel> constrained."
}
INTRINSIC AFLAME
{
name "aflame"
gaintxt "%U <catch> on fire."
losetxt "%R skin no longer burns."
clearondeath 1
survivepoly true
surviveunpoly true
clearonpoly true
visiblechange 1
resistance RESISTFIRE
}
INTRINSIC WATERWALK
{
name "walk on water"
gaintxt "%U <feel> very holy."
losetxt "%U <have> a sinking feeling."
}
INTRINSIC JUMP
{
name "jump"
gaintxt "%R legs feel springy."
losetxt "%R legs feel like jelly."
}
INTRINSIC TAME
{
name "tame"
gaintxt "%U <feel> tame."
losetxt "%R inner animal escapes!"
survivepoly true
surviveunpoly false
visiblechange 1
losewheninflictordies true
}
INTRINSIC POSSESSED
{
name "possessed"
gaintxt "%U <lose> control."
losetxt "%U <regain> control."
survivepoly true
surviveunpoly true
clearonpoly true
visiblechange true
}
INTRINSIC BRAINDEAD
{
name "brain dead"
gaintxt "%R mind stops."
losetxt "%R mind reactivates."
survivepoly true
surviveunpoly false
visiblechange true
}
INTRINSIC LEADER
{
name "a leader"
gaintxt "%U <feel> like taking a leadership role."
losetxt "%U <feel> abandoned."
survivepoly true
surviveunpoly true
visiblechange true
}
INTRINSIC SUMMONED
{
name "summoned"
gaintxt "%U <feel> called."
losetxt "%U <feel> unwanted."
survivepoly true
surviveunpoly true
visiblechange 1
}
INTRINSIC FAMILIAR
{
name "a familiar"
gaintxt "%U <feel> a very close connection."
losetxt "%U <lose> a close connection."
survivepoly true
surviveunpoly true
visiblechange true
}
INTRINSIC INPIT
{
name "in pit"
gaintxt 0
losetxt 0
survivepoly true
surviveunpoly true
clearonpoly true
}
INTRINSIC INTREE
{
name "in tree"
gaintxt 0
losetxt 0
survivepoly true
surviveunpoly true
clearonpoly true
}
INTRINSIC SUBMERGED
{
name "submerged"
gaintxt 0
losetxt 0
survivepoly true
surviveunpoly true
clearonpoly true
}
INTRINSIC POLYMORPH
{
name "polymorph"
gaintxt "%U <feel> like a change."
losetxt "%U <feel> fixed."
}
INTRINSIC POLYCONTROL
{
name "polymorph control"
gaintxt "%U <know> who %p should be."
losetxt "%U <forget> who %p should be."
}
INTRINSIC UNIQUE
{
name "unique"
gaintxt "%U <feel> special."
losetxt "%U <feel> like one of the masses."
survivepoly true
surviveunpoly true
}
INTRINSIC AMNESIA
{
name "amnesic"
gaintxt "%U <forget> what %U <be> doing."
losetxt "Memories flood %R mind."
survivepoly true
surviveunpoly true
clearonpoly true
losewheninflictordies true
}
INTRINSIC OFFBALANCE
{
name "off balance"
gaintxt "%U <lose> %r balance."
losetxt "%U <regain> %r balance."
visiblechange true
}
INTRINSIC LICHFORM
{
name "imbued with evil"
gaintxt "%U <be> imbued with evil!"
losetxt "%U <feel> evil recede..."
maxcount 2
}
COMMENT
{
Skill intrinsics, these just mark what skills you have.
}
INTRINSIC SKILL_DODGE
{
name "dodge skill"
gaintxt "%U can evade attacks better."
losetxt "%U no longer <know> how to evade attacks well."
isskill true
}
INTRINSIC SKILL_MOVINGTARGET
{
name "moving target skill"
gaintxt "%U can move in an evasive manner."
losetxt "%U move in straight lines."
isskill true
}
INTRINSIC SKILL_SEARCH
{
name "search skill"
gaintxt "%U <search> more carefully."
losetxt "%U no longer <search> carefully."
isskill true
}
INTRINSIC SKILL_EVADETRAP
{
name "evade trap skill"
gaintxt "%U can evade traps."
losetxt "%U no longer can evade traps."
isskill true
}
INTRINSIC SKILL_ENDUREHUNGER
{
name "endure hunger skill"
gaintxt "%U can endure hunger."
losetxt "%U no longer can endure hunger."
isskill true
}
INTRINSIC SKILL_BUTCHERY
{
name "butchery skill"
gaintxt "%U <know> how to butcher corpses."
losetxt "%U no longer <know> how to butcher corpses."
isskill true
}
INTRINSIC SKILL_CLEANKILL
{
name "clean kill skill"
gaintxt "%U <know> how to kill cleanly."
losetxt "%U no longer <know> how to kill cleanly."
isskill true
}
INTRINSIC SKILL_CHARGE
{
name "charge skill"
gaintxt "%U <know> how to charge at foes."
losetxt "%U no longer <know> how to charge at foes."
isskill true
}
INTRINSIC SKILL_LEAPATTACK
{
name "leap attack skill"
gaintxt "%U <know> how to jump into the fray."
losetxt "%U no longer <know> how to jump into the fray."
isskill true
}
INTRINSIC SKILL_TWOWEAPON
{
name "dual wield skill"
gaintxt "%U can wield two weapons."
losetxt "%U no longer can wield two weapons."
isskill true
}
INTRINSIC SKILL_AMBIDEXTROUS
{
name "ambidextrous"
gaintxt "%U can control both hands equally."
losetxt "%R off hand seems clumsier."
isskill true
}
INTRINSIC SKILL_ARMOUR_HELMET
{
name "helmet skill"
gaintxt "%U <know> helmets better."
losetxt "%U no longer <know> helmets well."
isskill true
}
INTRINSIC SKILL_ARMOUR_SHIELD
{
name "shield skill"
gaintxt "%U <know> shields better."
losetxt "%U no longer <know> shields well."
isskill true
}
INTRINSIC SKILL_ARMOUR_BODY
{
name "body armour skill"
gaintxt "%U <know> body armour better."
losetxt "%U no longer <know> body armour well."
isskill true
}
INTRINSIC SKILL_ARMOUR_BOOTS
{
name "boots skill"
gaintxt "%U <know> boots better."
losetxt "%U no longer <know> boots well."
isskill true
}
INTRINSIC SKILL_ARMOUR_CLOTH
{
name "cloth armour skill"
gaintxt "%U <know> cloth armour better."
losetxt "%U no longer <know> cloth armour well."
isskill true
}
INTRINSIC SKILL_ARMOUR_LEATHER
{
name "leather armour skill"
gaintxt "%U <know> leather armour better."
losetxt "%U no longer <know> leather armour well."
isskill true
}
INTRINSIC SKILL_ARMOUR_IRON
{
name "iron armour skill"
gaintxt "%U <know> iron armour better."
losetxt "%U no longer <know> iron armour well."
isskill true
}
INTRINSIC SKILL_ARMOUR_EXOTIC
{
name "exotic armour skill"
gaintxt "%U <know> exotic armour better."
losetxt "%U no longer <know> exotic armour well."
isskill true
}
INTRINSIC SKILL_WEAPON_SMALL
{
name "small weapon skill"
gaintxt "%U <know> how to wield small weapons."
losetxt "%U no longer <know> how to wield small weapons."
isskill true
}
INTRINSIC SKILL_WEAPON_MEDIUM
{
name "medium weapon skill"
gaintxt "%U <know> how to wield medium weapons."
losetxt "%U no longer <know> how to wield medium weapons."
isskill true
}
INTRINSIC SKILL_WEAPON_LARGE
{
name "large weapon skill"
gaintxt "%U <know> how to wield large weapons."
losetxt "%U no longer <know> how to wield large weapons."
isskill true
}
INTRINSIC SKILL_WEAPON_RANGED
{
name "ranged weapon skill"
gaintxt "%U <know> how to wield ranged weapons."
losetxt "%U no longer <know> how to wield ranged weapons."
isskill true
}
INTRINSIC SKILL_WEAPON_EDGED
{
name "edged weapon skill"
gaintxt "%U <know> how to wield edged weapons."
losetxt "%U no longer <know> how to wield edged weapons."
isskill true
}
INTRINSIC SKILL_WEAPON_BLUNT
{
name "blunt weapon skill"
gaintxt "%U <know> how to wield blunt weapons."
losetxt "%U no longer <know> how to wield blunt weapons."
isskill true
}
INTRINSIC SKILL_WEAPON_POINTED
{
name "pointed weapon skill"
gaintxt "%U <know> how to wield pointed weapons."
losetxt "%U no longer <know> how to wield pointed weapons."
isskill true
}
INTRINSIC SKILL_WEAPON_IMPROVISE
{
name "improvised weapon skill"
gaintxt "%U <know> how to wield improvised weapons."
losetxt "%U no longer <know> how to wield improvised weapons."
isskill true
}
INTRINSIC SKILL_WEAPON_BLEEDINGWOUND
{
name "bleeding wound skill"
gaintxt "%U <know> how to inflict bleeding wounds."
losetxt "%U no longer <know> how to inflict bleeding wounds."
isskill true
}
INTRINSIC SKILL_WEAPON_DISARM
{
name "disarm skill"
gaintxt "%U <know> how to disarm foes."
losetxt "%U no longer <know> how to disarm foes."
isskill true
}
INTRINSIC SKILL_WEAPON_IMPALE
{
name "impale skill"
gaintxt "%U <know> how to impale creatures."
losetxt "%U no longer <know> how to impale creatures."
isskill true
}
INTRINSIC SKILL_WEAPON_RIPOSTE
{
name "riposte skill"
gaintxt "%U <know> how to riposte with weapons."
losetxt "%U no longer <know> how to riposte with weapons."
isskill true
}
INTRINSIC SKILL_WEAPON_TRUEAIM
{
name "true aim skill"
gaintxt "%U <know> how to throw knives true."
losetxt "%U no longer <know> how to throw knives true."
isskill true
}
INTRINSIC SKILL_WEAPON_RICOCHET
{
name "ricochet skill"
gaintxt "%U <know> how to bounce arrows off walls."
losetxt "%U no longer <know> how to bounce arrows."
isskill true
}
INTRINSIC SKILL_WEAPON_PARRY
{
name "parrying skill"
gaintxt "%U <know> how to parry with weapons."
losetxt "%U no longer <know> how to parry with weapons."
isskill true
}
INTRINSIC SKILL_WEAPON_KNOCKOUT
{
name "knockout skill"
gaintxt "%U <know> how to knock out creatures."
losetxt "%U no longer <know> how to knock out creatures."
isskill true
}
INTRINSIC SKILL_WEAPON_STUN
{
name "stun skill"
gaintxt "%U <know> how to stun creatures."
losetxt "%U no longer <know> how to stun creatures."
isskill true
}
INTRINSIC SKILL_WEAPON_KNOCKBACK
{
name "knockback skill"
gaintxt "%U <know> how to knockback creatures."
losetxt "%U no longer <know> how to knockback creatures."
isskill true
}
COMMENT
{
Spell intrinsics, these just mark what spells you know...
}
INTRINSIC SPELL_FLASH
{
name "cast flash"
gaintxt "%U <learn> Flash."
losetxt "%U no longer <know> Flash."
isspell true
}
INTRINSIC SPELL_STICKYFLAMES
{
name "cast sticky flames"
gaintxt "%U <learn> Sticky Flames."
losetxt "%U no longer <know> Sticky Flames."
isspell true
}
INTRINSIC SPELL_MAGICMISSILE
{
name "cast magic missile"
gaintxt "%U <learn> Magic Missile."
losetxt "%U no longer <know> Magic Missile."
isspell true
}
INTRINSIC SPELL_CHILL
{
name "cast chilling touch"
gaintxt "%U <learn> Chilling Touch."
losetxt "%U no longer <know> Chilling Touch."
isspell true
}
INTRINSIC SPELL_SPARK
{
name "cast spark"
gaintxt "%U <learn> Spark."
losetxt "%U no longer <know> Spark."
isspell true
}
INTRINSIC SPELL_FROSTBOLT
{
name "cast frost bolt"
gaintxt "%U <learn> Frost Bolt."
losetxt "%U no longer <know> Frost Bolt."
isspell true
}
INTRINSIC SPELL_LIVINGFROST
{
name "cast living frost"
gaintxt "%U <learn> Living Frost."
losetxt "%U no longer <know> Living Frost."
isspell true
}
INTRINSIC SPELL_BLIZZARD
{
name "cast blizzard"
gaintxt "%U <learn> Blizzard."
losetxt "%U no longer <know> Blizzard."
isspell true
}
INTRINSIC SPELL_FIREBALL
{
name "cast fire ball"
gaintxt "%U <learn> Fire Ball."
losetxt "%U no longer <know> Fire Ball."
isspell true
}
INTRINSIC SPELL_FLAMESTRIKE
{
name "cast flamestrike"
gaintxt "%U <learn> Flame Strike."
losetxt "%U no longer <know> Flame Strike."
isspell true
}
INTRINSIC SPELL_LIGHTNINGBOLT
{
name "cast lightning bolt"
gaintxt "%U <learn> Lightning Bolt."
losetxt "%U no longer <know> Lightning Bolt."
isspell true
}
INTRINSIC SPELL_CHAINLIGHTNING
{
name "cast chain lightning"
gaintxt "%U <learn> Chain Lightning."
losetxt "%U no longer <know> Chain Lightning."
isspell true
}
INTRINSIC SPELL_SUNFIRE
{
name "cast sunfire"
gaintxt "%U <learn> Sunfire."
losetxt "%U no longer <know> Sunfire."
isspell true
}
INTRINSIC SPELL_ACIDSPLASH
{
name "cast acid splash"
gaintxt "%U <learn> Acid Splash."
losetxt "%U no longer <know> Acid Splash."
isspell true
}
INTRINSIC SPELL_ACIDICMIST
{
name "cast acidic mist"
gaintxt "%U <learn> Acidic Mist."
losetxt "%U no longer <know> Acidic Mist."
isspell true
}
INTRINSIC SPELL_CORROSIVEEXPLOSION
{
name "cast corrosive explosion"
gaintxt "%U <learn> Corrosive Explosion."
losetxt "%U no longer <know> Corrosive Explosion."
isspell true
}
INTRINSIC SPELL_ACIDPOOL
{
name "cast acid pool"
gaintxt "%U <learn> Acid Pool."
losetxt "%U no longer <know> Acid Pool."
isspell true
}
INTRINSIC SPELL_MINDACID
{
name "cast mind acid"
gaintxt "%U <learn> Mind Acid."
losetxt "%U no longer <know> Mind Acid."
isspell true
}
INTRINSIC SPELL_DISINTEGRATE
{
name "cast disintegrate"
gaintxt "%U <learn> Disintegrate."
losetxt "%U no longer <know> Disintegrate."
isspell true
}
INTRINSIC SPELL_REGENERATE
{
name "cast regenerate"
gaintxt "%U <learn> Regenerate."
losetxt "%U no longer <know> Regenerate."
isspell true
}
INTRINSIC SPELL_SLOWPOISON
{
name "cast slow poison"
gaintxt "%U <learn> Slow Poison."
losetxt "%U no longer <know> Slow Poison."
isspell true
}
INTRINSIC SPELL_HEAL
{
name "cast heal"
gaintxt "%U <learn> Heal."
losetxt "%U no longer <know> Heal."
isspell true
}
INTRINSIC SPELL_CUREPOISON
{
name "cast cure poison"
gaintxt "%U <learn> Cure Poison."
losetxt "%U no longer <know> Cure Poison."
isspell true
}
INTRINSIC SPELL_MAJORHEAL
{
name "cast major heal"
gaintxt "%U <learn> Major Heal."
losetxt "%U no longer <know> Major Heal."
isspell true
}
INTRINSIC SPELL_RESURRECT
{
name "cast resurrect"
gaintxt "%U <learn> Resurrect."
losetxt "%U no longer <know> Resurrect."
isspell true
}
INTRINSIC SPELL_SUMMON_FAMILIAR
{
name "cast summon familiar"
gaintxt "%U <learn> Summon Familiar."
losetxt "%U no longer <know> Summon Familiar."
isspell true
}
INTRINSIC SPELL_TRANSFER_KNOWLEDGE
{
name "cast transfer knowledge"
gaintxt "%U <learn> Transfer Knowledge."
losetxt "%U no longer <know> Transfer Knowledge."
isspell true
}
INTRINSIC SPELL_LIGHT
{
name "cast light"
gaintxt "%U <learn> Light."
losetxt "%U no longer <know> Light."
isspell true
}
INTRINSIC SPELL_FORCEBOLT
{
name "cast force bolt"
gaintxt "%U <learn> Force Bolt."
losetxt "%U no longer <know> Force Bolt."
isspell true
}
INTRINSIC SPELL_FORCEWALL
{
name "cast force wall"
gaintxt "%U <learn> Force Wall."
losetxt "%U no longer <know> Force Wall."
isspell true
}
INTRINSIC SPELL_DIG
{
name "cast dig"
gaintxt "%U <learn> Dig."
losetxt "%U no longer <know> Dig."
isspell true
}
INTRINSIC SPELL_CREATEPIT
{
name "cast create pit"
gaintxt "%U <learn> Create Pit."
losetxt "%U no longer <know> Create Pit."
isspell true
}
INTRINSIC SPELL_SANDSTORM
{
name "cast sandstorm"
gaintxt "%U <learn> Sandstorm."
losetxt "%U no longer <know> Sandstorm."
isspell true
}
INTRINSIC SPELL_GROWFOREST
{
name "cast grow forest"
gaintxt "%U <learn> Grow Forest."
losetxt "%U no longer <know> Grow Forest."
isspell true
}
INTRINSIC SPELL_ANIMATEFOREST
{
name "cast animate forest"
gaintxt "%U <learn> Animate Forest."
losetxt "%U no longer <know> Animate Forest."
isspell true
}
INTRINSIC SPELL_DOWNPOUR
{
name "cast downpour"
gaintxt "%U <learn> Down Pour."
losetxt "%U no longer <know> Down Pour."
isspell true
}
INTRINSIC SPELL_ROLLINGBOULDER
{
name "cast rolling boulder"
gaintxt "%U <learn> Rolling Boulder."
losetxt "%U no longer <know> Rolling Boulder."
isspell true
}
INTRINSIC SPELL_ENTOMB
{
name "cast entomb"
gaintxt "%U <learn> Entomb."
losetxt "%U no longer <know> Entomb."
isspell true
}
INTRINSIC SPELL_KNOCK
{
name "cast knock"
gaintxt "%U <learn> Knock."
losetxt "%U no longer <know> Knock."
isspell true
}
INTRINSIC SPELL_TRACK
{
name "cast track"
gaintxt "%U <learn> Track."
losetxt "%U no longer <know> Track."
isspell true
}
INTRINSIC SPELL_WIZARDSEYE
{
name "cast wizard's eye"
gaintxt "%U <learn> Wizard's Eye."
losetxt "%U no longer <know> Wizard's Eye."
isspell true
}
INTRINSIC SPELL_DIAGNOSE
{
name "cast diagnose"
gaintxt "%U <learn> Diagnose."
losetxt "%U no longer <know> Diagnose."
isspell true
}
INTRINSIC SPELL_POSSESS
{
name "cast possess"
gaintxt "%U <learn> Possess."
losetxt "%U no longer <know> Possess."
isspell true
}
INTRINSIC SPELL_PRESERVE
{
name "cast preserve"
gaintxt "%U <learn> Preserve."
losetxt "%U no longer <know> Preserve."
isspell true
}
INTRINSIC SPELL_MAGICMAP
{
name "cast magic map"
gaintxt "%U <learn> Magic Map."
losetxt "%U no longer <know> Magic Map."
isspell true
}
INTRINSIC SPELL_TELEPORT
{
name "cast teleport"
gaintxt "%U <learn> Teleport."
losetxt "%U no longer <know> Teleport."
isspell true
}
INTRINSIC SPELL_BLINK
{
name "cast blink"
gaintxt "%U <learn> Blink."
losetxt "%U no longer <know> Blink."
isspell true
}
INTRINSIC SPELL_FETCH
{
name "cast fetch"
gaintxt "%U <learn> Fetch."
losetxt "%U no longer <know> Fetch."
isspell true
}
INTRINSIC SPELL_IDENTIFY
{
name "cast identify"
gaintxt "%U <learn> Identify."
losetxt "%U no longer <know> Identify."
isspell true
}
INTRINSIC SPELL_DETECTCURSE
{
name "cast detect curse"
gaintxt "%U <learn> Detect Curse."
losetxt "%U no longer <know> Detect Curse."
isspell true
}
INTRINSIC SPELL_DIRECTWIND
{
name "cast direct wind"
gaintxt "%U <learn> Direct Wind."
losetxt "%U no longer <know> Direct Wind."
isspell true
}
INTRINSIC SPELL_PETRIFY
{
name "cast petrify"
gaintxt "%U <learn> Petrify."
losetxt "%U no longer <know> Petrify."
isspell true
}
INTRINSIC SPELL_FINGEROFDEATH
{
name "cast finger of death"
gaintxt "%U <learn> Finger of Death."
losetxt "%U no longer <know> Finger of Death."
isspell true
}
INTRINSIC SPELL_POISONITEM
{
name "cast poison item"
gaintxt "%U <learn> Poison Item."
losetxt "%U no longer <know> Poison Item."
isspell true
}
INTRINSIC SPELL_POISONBOLT
{
name "cast poison bolt"
gaintxt "%U <learn> Poison Bolt."
losetxt "%U no longer <know> Poison Bolt."
isspell true
}
INTRINSIC SPELL_RAISE_UNDEAD
{
name "cast raise undead"
gaintxt "%U <learn> Raise Undead."
losetxt "%U no longer <know> Raise Undead."
isspell true
}
INTRINSIC SPELL_RECLAIM_SOUL
{
name "cast reclaim soul"
gaintxt "%U <learn> Reclaim Soul."
losetxt "%U no longer <know> Reclaim Soul."
isspell true
}
INTRINSIC SPELL_DARK_RITUAL
{
name "cast dark ritual"
gaintxt "%U <learn> Dark Ritual."
losetxt "%U no longer <know> Dark Ritual."
isspell true
}
INTRINSIC SPELL_GHASTIFY
{
name "cast ghastify"
gaintxt "%U <learn> Ghastify."
losetxt "%U no longer <know> Ghastify."
isspell true
}
INTRINSIC SPELL_BINDSOUL
{
name "cast bind soul"
gaintxt "%U <learn> Bind Soul."
losetxt "%U no longer <know> Bind Soul."
isspell true
}
INTRINSIC SPELL_SOULSUCK
{
name "cast soul suck"
gaintxt "%U <learn> Soul Suck."
losetxt "%U no longer <know> Soul Suck."
isspell true
}
INTRINSIC SPELL_SUMMON_IMP
{
name "cast summon imp"
gaintxt "%U <learn> Summon Imp."
losetxt "%U no longer <know> Summon Imp."
isspell true
}
INTRINSIC SPELL_SUMMON_DEMON
{
name "cast summon daemon"
gaintxt "%U <learn> Summon Daemon."
losetxt "%U no longer <know> Summon Daemon."
isspell true
}
INTRINSIC SPELL_CLOUDKILL
{
name "cast cloud kill"
gaintxt "%U <learn> Cloud Kill."
losetxt "%U no longer <know> Cloud Kill."
isspell true
}
COMMENT
{
Poison related intrinsics...
}
INTRINSIC POISON_MILD
{
name "mildly poisoned"
gaintxt "%U are mildly poisoned."
losetxt "%U are cured."
clearondeath 1
ispoison true
affectappearance true
}
INTRINSIC POISON_NORMAL
{
name "poisoned"
gaintxt "%U are poisoned."
losetxt "%U are cured."
clearondeath 1
ispoison true
affectappearance true
}
INTRINSIC POISON_STRONG
{
name "strongly poisoned"
gaintxt "%U are strongly poisoned."
losetxt "%U are cured."
clearondeath 1
ispoison true
affectappearance true
}
INTRINSIC POISON_HARSH
{
name "harshly poisoned"
gaintxt "%U are harshly poisoned."
losetxt "%U are cured."
clearondeath 1
ispoison true
affectappearance true
}
INTRINSIC POISON_DEADLY
{
name "deadly poisoned"
gaintxt "%U are deadly poisoned."
losetxt "%U are cured."
clearondeath 1
ispoison true
affectappearance true
}
COMMENT
{
Well dressed intrinsics.
}
INTRINSIC DRESSED_WIZARD
{
name "dressed as a wizard"
gaintxt "%U look like a wizard!"
losetxt "%U look less foolish."
}
INTRINSIC DRESSED_RANGER
{
name "dressed as a ranger"
gaintxt "%U look like a ranger!"
losetxt "%U look less adventurous."
}
INTRINSIC DRESSED_FIGHTER
{
name "dressed as a fighter"
gaintxt "%U look like a fighter!"
losetxt "%U look less belligerent."
}
INTRINSIC DRESSED_CLERIC
{
name "dressed as a cleric"
gaintxt "%U look like a cleric!"
losetxt "%U look less holy."
}
INTRINSIC DRESSED_NECROMANCER
{
name "dressed as a necromancer"
gaintxt "%U look like a servant of death!"
losetxt "%U look less deadly."
}
INTRINSIC DRESSED_BARBARIAN
{
name "dressed as a barbarian"
gaintxt "%U look like a barbarian!"
losetxt "%U look like you could read."
}
COMMENT
{
Poisons are different levels of nasty poisons that can afflict
the adventurer. They DO stack.
name The name of the vile poison
modulus The poison will apply every this number of turns.
chance The chance of being hurt per turn
damage The damage done each turn
final The final damage done when it expires
intrinsic Which intrinsic this poison maps to.
}
DEFINE POISON
{
CST name "non-poison"
u8 modulus 1
ENM damage ATTACK NONE
ENM finaldamage ATTACK NONE
ENM intrinsic INTRINSIC NONE
}
POISON NONE
{
name "no poison"
modulus 255
}
POISON MILD
{
name "mild poison"
modulus 2
damage POISONEFFECT_MILD
finaldamage POISONEFFECT_NORMAL
intrinsic POISON_MILD
}
POISON NORMAL
{
name "poison"
modulus 2
damage POISONEFFECT_NORMAL
finaldamage POISONEFFECT_STRONG
intrinsic POISON_NORMAL
}
POISON STRONG
{
name "strong poison"
modulus 2
damage POISONEFFECT_STRONG
finaldamage POISONEFFECT_HARSH
intrinsic POISON_STRONG
}
POISON HARSH
{
name "harsh poison"
modulus 2
damage POISONEFFECT_HARSH
finaldamage POISONEFFECT_DEADLY
intrinsic POISON_HARSH
}
POISON DEADLY
{
name "deadly poison"
modulus 1
damage POISONEFFECT_DEADLY
finaldamage POISONEFFECT_INSTANTDEATH
intrinsic POISON_DEADLY
}
COMMENT
{
SKILLS are things that govern physical powers, and are thus
to be contrasted from SPELLS.
name - The name
action - Which action key this skill unveils.
intrinsic - Which intrinsic this skill is tied to.
prereq - Which skills must be had to gain this skill.
god - List of gods that will grant this skill
proc - Chance of the skill going off automatically.
}
DEFINE SKILL
{
CST name "wood-working"
ENM action ACTION NONE
ENM intrinsic INTRINSIC NONE
ENMLIST prereq SKILL NONE
ENMLIST god GOD AGNOSTIC
U8 proc 10
}
SKILL NONE
{
name "no skill"
}
SKILL DODGE
{
name "Dodge"
intrinsic SKILL_DODGE
god ROGUE
proc 10
}
SKILL MOVINGTARGET
{
name "Moving Target"
intrinsic SKILL_MOVINGTARGET
god ROGUE
proc 20
}
SKILL SEARCH
{
name "Search"
intrinsic SKILL_SEARCH
god ROGUE
}
SKILL EVADETRAP
{
name "Evade Traps"
intrinsic SKILL_EVADETRAP
god ROGUE
}
SKILL ENDUREHUNGER
{
name "Endure Hunger"
intrinsic SKILL_ENDUREHUNGER
god BARB
god CLERIC
}
SKILL BUTCHERY
{
name "Butchery"
intrinsic SKILL_BUTCHERY
god BARB
}
SKILL CLEANKILL
{
name "Clean Kill"
intrinsic SKILL_CLEANKILL
god BARB
}
SKILL CHARGE
{
name "Charge"
intrinsic SKILL_CHARGE
god BARB
god FIGHTER
}
SKILL LEAPATTACK
{
name "Leap Attack"
intrinsic SKILL_LEAPATTACK
god BARB
}
SKILL TWOWEAPON
{
name "Dual Wield"
intrinsic SKILL_TWOWEAPON
god ROGUE
god BARB
}
SKILL AMBIDEXTROUS
{
name "Ambidextrous"
intrinsic SKILL_AMBIDEXTROUS
god ROGUE
prereq TWOWEAPON
}
SKILL ARMOUR_HELMET
{
name "Helmets"
intrinsic SKILL_ARMOUR_HELMET
god FIGHTER
}
SKILL ARMOUR_SHIELD
{
name "Shields"
intrinsic SKILL_ARMOUR_SHIELD
god FIGHTER
}
SKILL ARMOUR_BODY
{
name "Body Armour"
intrinsic SKILL_ARMOUR_BODY
god FIGHTER
}
SKILL ARMOUR_BOOTS
{
name "Boots"
intrinsic SKILL_ARMOUR_BOOTS
god FIGHTER
}
SKILL ARMOUR_CLOTH
{
name "Cloth Armour"
intrinsic SKILL_ARMOUR_CLOTH
god FIGHTER
god ROGUE
god WIZARD
}
SKILL ARMOUR_LEATHER
{
name "Leather Armour"
intrinsic SKILL_ARMOUR_LEATHER
prereq ARMOUR_CLOTH
god FIGHTER
god ROGUE
}
SKILL ARMOUR_IRON
{
name "Iron Armour"
intrinsic SKILL_ARMOUR_IRON
prereq ARMOUR_LEATHER
god FIGHTER
}
SKILL ARMOUR_EXOTIC
{
name "Exotic Armour"
intrinsic SKILL_ARMOUR_EXOTIC
prereq ARMOUR_LEATHER
god FIGHTER
god ROGUE
god NECRO
}
COMMENT
{
These are differently sized weapons you gain skill with.
}
SKILL WEAPON_SMALL
{
name "Small Weapons"
intrinsic SKILL_WEAPON_SMALL
god FIGHTER
god ROGUE
}
SKILL WEAPON_MEDIUM
{
name "Medium Weapons"
intrinsic SKILL_WEAPON_MEDIUM
god BARB
god FIGHTER
god ROGUE
}
SKILL WEAPON_LARGE
{
name "Large Weapons"
intrinsic SKILL_WEAPON_LARGE
god BARB
god FIGHTER
}
SKILL WEAPON_RANGED
{
name "Ranged Weapons"
intrinsic SKILL_WEAPON_RANGED
god ROGUE
god FIGHTER
}
COMMENT
{
And these are different fighting styles you gain skill with.
}
SKILL WEAPON_EDGED
{
name "Edged Attacks"
intrinsic SKILL_WEAPON_EDGED
god BARB
god FIGHTER
god ROGUE
}
SKILL WEAPON_BLUNT
{
name "Blunt Attacks"
intrinsic SKILL_WEAPON_BLUNT
god BARB
god FIGHTER
}
SKILL WEAPON_POINTED
{
name "Pointed Attacks"
intrinsic SKILL_WEAPON_POINTED
god FIGHTER
god ROGUE
god BARB
}
SKILL WEAPON_IMPROVISE
{
name "Improvised Attacks"
intrinsic SKILL_WEAPON_IMPROVISE
god ROGUE
}
SKILL WEAPON_BLEEDINGWOUND
{
name "Bleeding Wounds"
intrinsic SKILL_WEAPON_BLEEDINGWOUND
prereq WEAPON_SMALL
prereq WEAPON_POINTED
god ROGUE
proc 20
}
SKILL WEAPON_DISARM
{
name "Disarm"
intrinsic SKILL_WEAPON_DISARM
prereq WEAPON_MEDIUM
prereq WEAPON_POINTED
god ROGUE
proc 10
}
SKILL WEAPON_IMPALE
{
name "Impale"
intrinsic SKILL_WEAPON_IMPALE
prereq WEAPON_LARGE
prereq WEAPON_POINTED
god BARB
proc 40
}
SKILL WEAPON_TRUEAIM
{
name "True Aim"
intrinsic SKILL_WEAPON_TRUEAIM
prereq WEAPON_RANGED
prereq WEAPON_EDGED
god ROGUE
}
SKILL WEAPON_RICOCHET
{
name "Ricochet"
intrinsic SKILL_WEAPON_RICOCHET
prereq WEAPON_RANGED
prereq WEAPON_POINTED
god ROGUE
}
SKILL WEAPON_RIPOSTE
{
name "Riposte"
intrinsic SKILL_WEAPON_RIPOSTE
prereq WEAPON_SMALL
prereq WEAPON_EDGED
god FIGHTER
god ROGUE
}
SKILL WEAPON_PARRY
{
name "Parry"
intrinsic SKILL_WEAPON_PARRY
prereq WEAPON_MEDIUM
prereq WEAPON_EDGED
god FIGHTER
god ROGUE
proc 10
}
SKILL WEAPON_KNOCKOUT
{
name "Knock Out"
intrinsic SKILL_WEAPON_KNOCKOUT
prereq WEAPON_SMALL
prereq WEAPON_BLUNT
god ROGUE
proc 10
}
SKILL WEAPON_STUN
{
name "Stun"
intrinsic SKILL_WEAPON_STUN
prereq WEAPON_MEDIUM
prereq WEAPON_BLUNT
god FIGHTER
god BARB
proc 10
}
SKILL WEAPON_KNOCKBACK
{
name "Knockback"
intrinsic SKILL_WEAPON_KNOCKBACK
prereq WEAPON_LARGE
prereq WEAPON_BLUNT
god BARB
proc 20
}
COMMENT
{
SPELLS are what you can cast if you possess the proper intrinsic
Some intrinsics have the SPELL enum other than none.
Spells are one of four categories, and are ranked in the order
they occur here.
Later spells should be more powerful.
}
DEFINE SPELLTYPE
{
CST name "random spell type"
}
SPELLTYPE NONE
{
name "no such circle"
}
SPELLTYPE ATTACK
{
name "attack"
}
SPELLTYPE HEAL
{
name "heal"
}
SPELLTYPE UTILITY
{
name "utility"
}
SPELLTYPE DEATH
{
name "death"
}
DEFINE SPELL
{
CST name "Spell Name"
u8 mpcost 1
u8 hpcost 0
u16 xpcost 0
ENM type SPELLTYPE ATTACK
ENM intrinsic INTRINSIC NONE
BOOL needsdir true
BOOL needstarget false
ENMLIST prereq SPELL NONE
ENMLIST god GOD AGNOSTIC
ENM tile SPRITE UNUSEDSPELL
BOOL publish false
}
SPELL NONE
{
name "No Spell"
}
COMMENT
{
ATTACK spells
These should be low cost.
}
SPELL FLASH
{
name "Flash"
mpcost 5
type ATTACK
intrinsic SPELL_FLASH
god WIZARD
tile FLASH
}
SPELL STICKYFLAMES
{
name "Sticky Flames"
mpcost 10
type ATTACK
intrinsic SPELL_STICKYFLAMES
god WIZARD
tile STICKYFLAMES
prereq FLASH
publish true
}
SPELL MAGICMISSILE
{
name "Magic Missile"
mpcost 5
type ATTACK
intrinsic SPELL_MAGICMISSILE
god WIZARD
god NECRO
tile MAGICMISSILE
publish true
}
SPELL CHILL
{
name "Chilling Touch"
mpcost 5
type ATTACK
intrinsic SPELL_CHILL
god WIZARD
tile CHILL
publish true
}
SPELL SPARK
{
name "Spark"
mpcost 8
type ATTACK
needsdir 0
intrinsic SPELL_SPARK
god WIZARD
tile SPARK
publish true
}
SPELL FROSTBOLT
{
name "Frost Bolt"
mpcost 10
type ATTACK
intrinsic SPELL_FROSTBOLT
god WIZARD
prereq MAGICMISSILE
prereq CHILL
tile FROSTBOLT
}
SPELL LIVINGFROST
{
name "Living Frost"
mpcost 20
type ATTACK
needsdir 0
intrinsic SPELL_LIVINGFROST
god WIZARD
prereq DIRECTWIND
prereq CHILL
tile LIVINGFROST
}
SPELL BLIZZARD
{
name "Blizzard"
mpcost 15
type ATTACK
needsdir false
needstarget true
intrinsic SPELL_BLIZZARD
god WIZARD
prereq LIVINGFROST
tile BLIZZARD
}
SPELL FIREBALL
{
name "Fire Ball"
mpcost 20
type ATTACK
intrinsic SPELL_FIREBALL
god WIZARD
prereq FLASH
prereq MAGICMISSILE
tile FIREBALL
publish true
}
SPELL FLAMESTRIKE
{
name "Flame Strike"
mpcost 25
type ATTACK
needsdir 0
needstarget 1
intrinsic SPELL_FLAMESTRIKE
god WIZARD
god CLERIC
prereq FLASH
prereq MAJORHEAL
tile FLAMESTRIKE
}
SPELL LIGHTNINGBOLT
{
name "Lightning Bolt"
mpcost 30
type ATTACK
intrinsic SPELL_LIGHTNINGBOLT
god WIZARD
prereq MAGICMISSILE
prereq SPARK
tile LIGHTNINGBOLT
publish true
}
SPELL CHAINLIGHTNING
{
name "Chain Lightning"
mpcost 50
type ATTACK
intrinsic SPELL_CHAINLIGHTNING
god WIZARD
prereq LIGHTNINGBOLT
prereq DIRECTWIND
tile CHAINLIGHTNING
}
SPELL SUNFIRE
{
name "Sunfire"
mpcost 60
type ATTACK
needsdir 0
intrinsic SPELL_SUNFIRE
god WIZARD
prereq FIREBALL
prereq DIRECTWIND
tile SUNFIRE
}
SPELL ACIDSPLASH
{
name "Acid Splash"
mpcost 10
type ATTACK
needsdir 1
intrinsic SPELL_ACIDSPLASH
god WIZARD
tile ACIDSPLASH
publish true
}
SPELL ACIDICMIST
{
name "Acidic Mist"
mpcost 15
type ATTACK
needsdir 0
needstarget 1
intrinsic SPELL_ACIDICMIST
god WIZARD
prereq ACIDSPLASH
prereq DIRECTWIND
tile ACIDICMIST
}
SPELL CORROSIVEEXPLOSION
{
name "Corrosive Explosion"
mpcost 20
type ATTACK
needsdir 0
needstarget 1
intrinsic SPELL_CORROSIVEEXPLOSION
god WIZARD
prereq ACIDICMIST
tile CORROSIVEEXPLOSION
}
SPELL ACIDPOOL
{
name "Acid Pool"
mpcost 35
type ATTACK
needsdir 0
needstarget 1
intrinsic SPELL_ACIDPOOL
god WIZARD
prereq ACIDICMIST
tile ACIDPOOL
}
SPELL MINDACID
{
name "Mind Acid"
mpcost 10
type ATTACK
needsdir 0
intrinsic SPELL_MINDACID
god WIZARD
prereq ACIDSPLASH
prereq POISONITEM
tile MINDACID
publish true
}
SPELL DISINTEGRATE
{
name "Disintegrate"
mpcost 40
type ATTACK
needsdir 1
intrinsic SPELL_DISINTEGRATE
god WIZARD
prereq ACIDSPLASH
prereq FORCEBOLT
tile DISINTEGRATE
}
COMMENT
{
Healing spells... These are much higher cost.
}
SPELL REGENERATE
{
name "Regenerate"
mpcost 5
type HEAL
intrinsic SPELL_REGENERATE
god WIZARD
god CLERIC
needsdir false
needstarget true
tile REGENERATE
publish true
}
SPELL SLOWPOISON
{
name "Slow Poison"
mpcost 5
type HEAL
intrinsic SPELL_SLOWPOISON
god WIZARD
god CLERIC
needsdir false
needstarget true
prereq REGENERATE
tile SLOWPOISON
publish true
}
SPELL HEAL
{
name "Heal"
mpcost 10
type HEAL
intrinsic SPELL_HEAL
god WIZARD
god CLERIC
needsdir false
needstarget true
tile HEAL
publish true
}
SPELL CUREPOISON
{
name "Cure Poison"
mpcost 20
type HEAL
intrinsic SPELL_CUREPOISON
god WIZARD
god CLERIC
needsdir false
needstarget true
prereq HEAL
tile CUREPOISON
}
SPELL MAJORHEAL
{
name "Major Heal"
mpcost 20
type HEAL
intrinsic SPELL_MAJORHEAL
god WIZARD
god CLERIC
needsdir false
needstarget true
prereq HEAL
tile MAJORHEAL
}
SPELL RESURRECT
{
name "Resurrect"
mpcost 50
xpcost 100
type HEAL
intrinsic SPELL_RESURRECT
god WIZARD
god CLERIC
prereq MAJORHEAL
prereq CUREPOISON
tile RESURRECT
}
SPELL SUMMON_FAMILIAR
{
name "Summon Familiar"
mpcost 10
xpcost 250
type HEAL
needsdir false
needstarget false
intrinsic SPELL_SUMMON_FAMILIAR
god WIZARD
god CLERIC
tile SUMMON_FAMILIAR
publish true
}
SPELL TRANSFER_KNOWLEDGE
{
name "Transfer Knowledge"
mpcost 15
xpcost 250
type HEAL
intrinsic SPELL_TRANSFER_KNOWLEDGE
god WIZARD
god CLERIC
needsdir false
needstarget true
prereq SUMMON_FAMILIAR
tile TRANSFER_KNOWLEDGE
publish true
}
COMMENT
{
Utility spells, varying costs...
}
SPELL LIGHT
{
name "Light"
mpcost 5
type UTILITY
needsdir 0
intrinsic SPELL_LIGHT
god WIZARD
god ROGUE
tile LIGHT
}
SPELL DARKNESS
{
name "Darkness"
mpcost 5
type UTILITY
needsdir 0
intrinsic SPELL_LIGHT
tile DARKNESS
}
SPELL KNOCK
{
name "Knock"
mpcost 5
type UTILITY
intrinsic SPELL_KNOCK
needsdir false
needstarget true
god WIZARD
god ROGUE
tile KNOCK
}
SPELL TRACK
{
name "Track"
mpcost 10
type UTILITY
intrinsic SPELL_TRACK
god WIZARD
god ROGUE
needsdir 0
needstarget 1
tile TRACK
publish true
}
SPELL WIZARDSEYE
{
name "Wizard's Eye"
mpcost 10
type UTILITY
intrinsic SPELL_WIZARDSEYE
god WIZARD
god ROGUE
needsdir 0
needstarget 0
tile WIZARDSEYE
}
SPELL DIAGNOSE
{
name "Diagnose"
mpcost 10
type UTILITY
intrinsic SPELL_DIAGNOSE
god WIZARD
god CLERIC
needsdir 0
needstarget 1
tile DIAGNOSE
}
SPELL PRESERVE
{
name "Preserve"
mpcost 10
type UTILITY
intrinsic SPELL_PRESERVE
god WIZARD
god NECRO
tile PRESERVE
}
SPELL POSSESS
{
name "Possess"
mpcost 20
type UTILITY
intrinsic SPELL_POSSESS
god WIZARD
god NECRO
god CLERIC
needsdir 0
needstarget 1
prereq DIAGNOSE
tile POSSESS
}
SPELL MAGICMAP
{
name "Magic Map"
mpcost 25
type UTILITY
needsdir 0
intrinsic SPELL_MAGICMAP
god WIZARD
god ROGUE
prereq LIGHT
tile MAGICMAP
}
SPELL DETECTCURSE
{
name "Detect Curse"
mpcost 10
type UTILITY
needsdir 0
intrinsic SPELL_DETECTCURSE
god WIZARD
god ROGUE
tile DETECTCURSE
publish true
}
SPELL IDENTIFY
{
name "Identify"
mpcost 25
xpcost 50
type UTILITY
needsdir 0
intrinsic SPELL_IDENTIFY
god WIZARD
god ROGUE
prereq DETECTCURSE
tile IDENTIFY
}
SPELL BLINK
{
name "Blink"
mpcost 5
type UTILITY
intrinsic SPELL_BLINK
god WIZARD
god ROGUE
needsdir 0
needstarget 1
prereq TELEPORT
tile BLINK
publish true
}
SPELL FETCH
{
name "Fetch"
mpcost 10
type UTILITY
intrinsic SPELL_FETCH
god WIZARD
god CLERIC
needsdir 0
needstarget 1
prereq TELEPORT
tile FETCH
}
SPELL TELEPORT
{
name "Teleport"
mpcost 10
type UTILITY
needsdir 0
intrinsic SPELL_TELEPORT
god WIZARD
god ROGUE
god CLERIC
tile TELEPORT
}
SPELL TELEWITHCONTROL
{
name "Teleport with Control"
mpcost 20
type UTILITY
needsdir 0
intrinsic SPELL_TELEPORT
tile TELEWITHCONTROL
}
SPELL DIRECTWIND
{
name "Direct Wind"
mpcost 5
type UTILITY
needsdir 1
intrinsic SPELL_DIRECTWIND
god WIZARD
tile DIRECTWIND
publish true
}
SPELL FORCEBOLT
{
name "Force Bolt"
mpcost 10
type UTILITY
needsdir 1
intrinsic SPELL_FORCEBOLT
god WIZARD
tile FORCEBOLT
publish true
}
SPELL FORCEWALL
{
name "Force Wall"
mpcost 20
type UTILITY
needsdir false
intrinsic SPELL_FORCEWALL
god WIZARD
prereq FORCEBOLT
tile FORCEWALL
}
SPELL DIG
{
name "Dig"
mpcost 10
type UTILITY
needsdir 1
intrinsic SPELL_DIG
god WIZARD
tile DIG
publish true
}
SPELL CREATEPIT
{
name "Create Pit"
mpcost 10
type UTILITY
needsdir 0
needstarget 1
intrinsic SPELL_CREATEPIT
god WIZARD
prereq DIG
tile CREATEPIT
}
SPELL SANDSTORM
{
name "Sandstorm"
mpcost 20
type UTILITY
needsdir 0
needstarget 1
intrinsic SPELL_SANDSTORM
god WIZARD
prereq CREATEPIT
prereq DIRECTWIND
tile SANDSTORM
}
SPELL GROWFOREST
{
name "Grow Forest"
mpcost 10
type UTILITY
needsdir 0
needstarget 1
intrinsic SPELL_GROWFOREST
god WIZARD
god ROGUE
tile GROWFOREST
}
SPELL ANIMATEFOREST
{
name "Animate Forest"
mpcost 20
type UTILITY
needsdir 0
needstarget 1
intrinsic SPELL_ANIMATEFOREST
god WIZARD
god ROGUE
prereq GROWFOREST
tile ANIMATEFOREST
}
SPELL DOWNPOUR
{
name "Down Pour"
mpcost 10
type UTILITY
needsdir 0
needstarget 1
intrinsic SPELL_DOWNPOUR
god WIZARD
tile DOWNPOUR
}
SPELL ROLLINGBOULDER
{
name "Rolling Boulder"
mpcost 20
type UTILITY
needsdir 0
needstarget 1
intrinsic SPELL_ROLLINGBOULDER
god WIZARD
prereq DIG
tile ROLLINGBOULDER
publish true
}
SPELL PETRIFY
{
name "Petrify"
mpcost 40
type UTILITY
needsdir 1
intrinsic SPELL_PETRIFY
god WIZARD
prereq DIG
tile PETRIFY
}
SPELL STONETOFLESH
{
name "Stone to Flesh"
mpcost 40
type UTILITY
needsdir 1
intrinsic SPELL_PETRIFY
god WIZARD
prereq DIG
tile STONETOFLESH
}
SPELL ENTOMB
{
name "Entomb"
mpcost 20
type UTILITY
needsdir 0
intrinsic SPELL_ENTOMB
god WIZARD
prereq DIG
tile ENTOMB
publish true
}
COMMENT
{
Death spells. Yum!
}
SPELL RAISE_UNDEAD
{
name "Raise Undead"
mpcost 10
type DEATH
needsdir 0
needstarget 1
intrinsic SPELL_RAISE_UNDEAD
god WIZARD
god NECRO
tile RAISE_UNDEAD
publish true
}
SPELL RECLAIM_SOUL
{
name "Reclaim Soul"
mpcost 10
type DEATH
needsdir false
needstarget true
intrinsic SPELL_RECLAIM_SOUL
god WIZARD
god NECRO
prereq RAISE_UNDEAD
tile RECLAIM_SOUL
publish true
}
SPELL DARK_RITUAL
{
name "Dark Ritual"
mpcost 20
type DEATH
needsdir false
needstarget false
intrinsic SPELL_DARK_RITUAL
god WIZARD
god NECRO
prereq RECLAIM_SOUL
tile DARK_RITUAL
publish true
}
SPELL POISONITEM
{
name "Poison Item"
mpcost 5
type DEATH
needsdir 0
intrinsic SPELL_POISONITEM
god WIZARD
god NECRO
tile POISONITEM
}
SPELL POISONBOLT
{
name "Poison Bolt"
mpcost 15
type DEATH
needsdir 1
intrinsic SPELL_POISONBOLT
god WIZARD
god NECRO
prereq MAGICMISSILE
prereq POISONITEM
tile POISONBOLT
}
SPELL GHASTIFY
{
name "Ghastify"
mpcost 20
type DEATH
needsdir 1
intrinsic SPELL_GHASTIFY
god WIZARD
god NECRO
prereq RAISE_UNDEAD
tile GHASTIFY
}
SPELL BINDSOUL
{
name "Bind Soul"
mpcost 30
type DEATH
needsdir 1
intrinsic SPELL_BINDSOUL
god WIZARD
god NECRO
prereq GHASTIFY
tile BINDSOUL
}
SPELL SOULSUCK
{
name "Soul Suck"
mpcost 30
type DEATH
needsdir false
needstarget true
intrinsic SPELL_SOULSUCK
god WIZARD
god NECRO
prereq BINDSOUL
tile SOULSUCK
}
SPELL SUMMON_IMP
{
name "Summon Imp"
mpcost 10
type DEATH
needsdir 0
intrinsic SPELL_SUMMON_IMP
god WIZARD
god NECRO
tile SUMMON_IMP
publish true
}
SPELL SUMMON_DEMON
{
name "Summon Daemon"
mpcost 30
type DEATH
needsdir 0
intrinsic SPELL_SUMMON_DEMON
god WIZARD
god NECRO
prereq SUMMON_IMP
tile SUMMON_DEMON
}
SPELL CLOUDKILL
{
name "Cloud Kill"
mpcost 30
type DEATH
needsdir 1
intrinsic SPELL_CLOUDKILL
god WIZARD
god NECRO
prereq POISONBOLT
prereq DIRECTWIND
tile CLOUDKILL
publish true
}
SPELL FINGEROFDEATH
{
name "Finger of Death"
mpcost 40
type DEATH
needsdir 1
intrinsic SPELL_FINGEROFDEATH
god WIZARD
god NECRO
prereq POISONBOLT
prereq GHASTIFY
tile FINGEROFDEATH
publish true
}
DEFINE ATTITUDE
{
}
ATTITUDE HOSTILE
ATTITUDE NEUTRAL
ATTITUDE FRIENDLY
COMMENT
{
ATTACKSTYLEs are used to differentiate different modes of attack.
}
DEFINE ATTACKSTYLE
{
}
ATTACKSTYLE MELEE
ATTACKSTYLE THROWN
ATTACKSTYLE SPELL
ATTACKSTYLE WAND
ATTACKSTYLE POISON
ATTACKSTYLE MISC
ATTACKSTYLE MINION
COMMENT
{
ATTACKs... Where to start?
verb - The infinitive of what damage this attack causes.
deathtext - How to describe this death.
inflict_intrinsic - What intrinsic to inflict on a hit
inflict_duration - How long the intrinsic lasts. -1 means
permament.
inflict_chance - 0-100% chance of inflicting.
inflict_resistance - What intrinsic will prevent the infliction
inflict_negate - If the attacker has this intrinsic, infliction
is negated.
reflex_attack - Attack to do on anyone who manages to hit us.
reflex_chance - 0-100% chance of doing reflex.
damage - The dice representing the damage, 3d5+5, for example.
bonustohit - A modifier on the tohit chance.
element - The raw element that the attack damages with.
range - Distance the attack can act at.
reflect - Does the attack obey reflection?
stopathit - Does the ray stop at first hit?
alwayshit - Does it hit no matter what?
explode_chance - Chance of the attack triggering an explosion.
explode_smoke - What sort of smoke the explosion should billow
out.
explode_attack - Attack to make with explosion.
explode_name - name of what is exploding, including article
nextattack - A chain to another attack which gets its own attack
roll. Note this is not used by spells!
sameattack - A chain to another attack which will be stacked on
this one if it hits.
}
DEFINE ATTACK
{
CST verb "hit"
CST deathtext ""
DICE damage 1d2
S8 bonustohit 0
ENM element ELEMENT PHYSICAL
U8 range 1
U8 eat 0
BOOL reflect 0
BOOL stopathit 0
BOOL alwayshit false
U8 explode_chance 0
ENM explode_attack ATTACK NONE
ENM explode_smoke SMOKE NONE
CST explode_name 0
ENM inflict_intrinsic INTRINSIC NONE
DICE inflict_duration 0
U8 inflict_chance 100
ENM inflict_resistance INTRINSIC NONE
ENM inflict_negate INTRINSIC NONE
ENM nextattack ATTACK NONE
ENM sameattack ATTACK NONE
}
ATTACK NONE 0
{
damage 0
range 0
}
ATTACK INHALE_SMOKE
{
verb "choke"
damage 1d2
inflict_intrinsic BLIND
inflict_chance 10
inflict_duration 2d3
inflict_resistance BLIND
}
ATTACK INHALE_STEAM
{
verb "scald"
damage 2d4
}
ATTACK INHALE_POISONSMOKE
{
verb "choke"
damage 1d2
inflict_intrinsic POISON_HARSH
inflict_chance 50
inflict_duration 2
inflict_resistance RESISTPOISON
}
ATTACK INHALE_ACIDSMOKE
{
verb "burn"
damage 3d4
element ACID
}
ATTACK FROGBITE
{
verb "bite"
damage 1d4+4
}
ATTACK GOLDBEETLE_MANDIBLE
{
verb "bite"
damage 1d3+3
nextattack GOLDBEETLE_FEELER
}
ATTACK GOLDBEETLE_FEELER
{
verb "brush"
damage 1
inflict_intrinsic GOLDALLERGY
inflict_duration 5
inflict_chance 75
}
ATTACK COCKATRICE_HISS
{
verb "hiss at"
damage 1
inflict_intrinsic STONING
inflict_duration 3
inflict_chance 50
inflict_resistance RESISTSTONING
nextattack COCKATRICE_BITE
}
ATTACK COCKATRICE_BITE
{
verb "bite"
damage 1d4+4
}
ATTACK FIREBREATH
{
verb "burn"
deathtext "You were roasted like a marshmallow"
damage 3d5
element FIRE
explode_chance 50
explode_attack FIREBREATHBALL
explode_name "the fireball"
stopathit 1
range 5
bonustohit 5
}
ATTACK FIREBREATHBALL
{
verb "burn"
deathtext "You were roasted like a marshmallow"
damage 2d5
alwayshit true
element FIRE
}
ATTACK ICEBREATH
{
verb "freeze"
deathtext "You were frozen into a popsicle"
damage 3d5
element COLD
range 5
bonustohit 5
}
ATTACK GREENDRAGONBITE
{
verb "bite"
damage 2d5
bonustohit 4
inflict_intrinsic POISON_DEADLY
inflict_duration 4d3
inflict_chance 100
}
ATTACK LIGHTNINGBREATH
{
verb "shock"
deathtext "You were lit up like a Christmas tree"
damage 3d5
element SHOCK
reflect 1
range 5
bonustohit 5
}
ATTACK ACIDBREATH
{
verb "dissolve"
deathtext "You were liquified."
damage 3d5
element ACID
stopathit 1
explode_chance 100
explode_smoke ACID
explode_name "the acid ball"
range 5
bonustohit 5
}
ATTACK BLEED
{
deathtext "You suffered acute anemia."
verb "bleed"
damage 1d3
}
ATTACK POISONEFFECT_MILD
{
verb "poison"
damage 1
}
ATTACK POISONEFFECT_NORMAL
{
verb "poison"
damage 1d3
}
ATTACK POISONEFFECT_STRONG
{
verb "poison"
damage 2d3
}
ATTACK POISONEFFECT_HARSH
{
verb "poison"
damage 4d3
}
ATTACK POISONEFFECT_DEADLY
{
verb "poison"
damage 4d6
}
ATTACK POISONEFFECT_INSTANTDEATH
{
verb "poison"
damage 8d6
}
ATTACK MISUSED
{
verb "bash"
damage 1d2
}
ATTACK MISUSED_BUTWEAPON
{
verb "bash"
damage 1d2
}
ATTACK MISTHROWN
{
verb "hit"
damage 1d2
range 2
bonustohit -2
}
ATTACK STRANGLED
{
verb "strangle"
deathtext "You ran short on breath"
damage 1d10
}
ATTACK TURNED_TO_STONE
{
verb "petrify"
deathtext "You became an objet d'art"
damage 0
}
ATTACK TURNED_TO_FLESH
{
verb "fleshify"
deathtext "You became featureless pile of meat"
damage 0
}
ATTACK LOSTBODY
{
verb "lost body"
deathtext "You misplaced your body"
damage 0
}
ATTACK RECLAIM_SOUL
{
verb "recycle"
deathtext "Your soul has been reduced, reused, and recycled"
damage 0
}
ATTACK DARK_RITUAL_CONSUME
{
verb "repurposed"
deathtext "You were consumed to power a magical attack"
damage 0
}
ATTACK SPELL_DARK_RITUAL_NORTH
{
verb "poison"
damage 1d6
alwayshit true
inflict_intrinsic POISON_HARSH
inflict_duration 5d3
inflict_chance 100
inflict_resistance RESISTPOISON
}
ATTACK SPELL_DARK_RITUAL_WEST
{
verb "freeze"
damage 6d3
element COLD
alwayshit true
inflict_intrinsic SLOW
inflict_chance 100
inflict_duration 3d3+3
}
ATTACK SPELL_DARK_RITUAL_EAST
{
verb "dissolve"
damage 6d6
element ACID
alwayshit true
}
ATTACK SPELL_DARK_RITUAL_SOUTH
{
verb "shock"
damage 1d60
element SHOCK
alwayshit true
}
ATTACK BLIZZARD_SOURCE
{
verb "detonate"
deathtext "You have been used in the fight against global warming"
damage 0
}
ATTACK DROWN
{
verb "drown"
deathtext "You found it hard to breathe"
damage 2d5
}
ATTACK SUFFOCATE
{
verb "suffocate"
deathtext "You failed to breathe dirt"
damage 2d5
}
ATTACK ASPHYXIATE
{
verb "asphyxiate"
deathtext "You tried to breathe vacuum"
damage 2d5
}
ATTACK FIREWAND
{
verb "burn"
damage 4d6
element FIRE
}
ATTACK ICEWAND
{
verb "freeze"
damage 6d4
element COLD
}
ATTACK SLEEPWAND
{
verb "sedate"
damage 1
inflict_intrinsic ASLEEP
inflict_duration 2d5+5
inflict_chance 100
inflict_resistance RESISTSLEEP
}
ATTACK DIGEARTHELEMENTAL
{
verb "disintegrate"
damage 1d50+50
}
ATTACK DOUSEFIREELEMENTAL
{
verb "douse"
damage 1d50+50
}
ATTACK HOLYWATER
{
verb "burn"
damage 2d4
}
ATTACK CEILINGROCKS
{
verb "bonk"
damage 2d4
deathtext "You were buried in rubble"
}
ATTACK PUNCH
{
verb "punch"
damage 1d3
}
ATTACK WHIP
{
verb "whip"
damage 1d5+1
}
ATTACK CLAW
{
verb "claw"
damage 1d3+1
}
ATTACK CLUB
{
verb "club"
damage 1d4+1
}
ATTACK DOUBLECLUB
{
verb "club"
damage 1d6+1
nextattack CLUB
}
ATTACK TRIPLECLUB
{
verb "club"
damage 1d8+1
nextattack DOUBLECLUB
}
ATTACK MACE
{
verb "smash"
damage 1d6+1
}
ATTACK WARHAMMER
{
verb "smash"
damage 2d4+3
}
ATTACK EARTHHAMMER
{
verb "smash"
damage 2d4+5
}
ATTACK KNIFE
{
verb "jab"
bonustohit 1
damage 1d3
}
ATTACK KNIFETHROWN
{
verb "stab"
bonustohit 3
damage 1d3+2
range 6
}
ATTACK DAGGER
{
verb "stab"
bonustohit 1
damage 1d4
}
ATTACK DAGGERTHROWN
{
verb "stab"
bonustohit 2
damage 1d4+2
range 5
}
ATTACK SPEAR
{
verb "stab"
damage 1d9+1
}
ATTACK SPEARTHROWN
{
verb "impale"
damage 1d8+2
bonustohit 1
range 4
}
ATTACK SHORTSWORD
{
verb "slash"
damage 1d6
}
ATTACK LONGSWORD
{
verb "slash"
damage 1d8
}
ATTACK RAPIER
{
verb "stab"
damage 1d7
bonustohit 2
}
ATTACK LIGHTNINGRAPIER
{
verb "stab"
damage 1d12
element SHOCK
bonustohit 4
}
ATTACK ZAPLIGHTNINGRAPIER
{
verb "zap"
damage 1d10
element SHOCK
}
ATTACK ICEMACE
{
verb "chill"
damage 2
element COLD
sameattack MACE
inflict_intrinsic SLOW
inflict_chance 100
inflict_duration 2d3
}
ATTACK WOODENSTAFF
{
verb "bash"
damage 2d2
}
ATTACK IRONSHODSTAFF
{
verb "hit"
damage 2d2+2
}
ATTACK TORCH
{
verb "burn"
damage 1d5
element FIRE
bonustohit -1
}
ATTACK TORCHTHROWN
{
verb "burn"
damage 1d5+2
element FIRE
bonustohit -2
range 5
}
ATTACK ARROWTHROWN
{
verb "pierce"
damage 2d4
bonustohit 0
range 6
}
ATTACK FIREARROWTHROWN
{
verb "burn"
damage 2d3
bonustohit 0
range 6
inflict_intrinsic AFLAME
inflict_duration 4
inflict_chance 100
}
ATTACK ROCKTHROWN
{
verb "strike"
damage 1d2+2
range 4
}
ATTACK POTIONTHROWN
{
verb "hit"
damage 1d2
range 4
}
ATTACK RINGTHROWN
{
verb "hit"
damage 1
range 7
}
ATTACK FLAMING_SWORD
{
verb "burn"
damage 1d3
element FIRE
sameattack LONGSWORD
}
ATTACK DEMON_SWORD
{
verb "burn"
damage 1d5
element FIRE
bonustohit 1
sameattack LONGSWORD
}
ATTACK FREEZING_SWORD
{
verb "freeze"
damage 1d5
element COLD
bonustohit 1
sameattack LONGSWORD
}
ATTACK MINDACID
{
verb "confuse"
damage 2
element ACID
inflict_intrinsic CONFUSED
inflict_duration 3d5+10
inflict_chance 100
}
ATTACK FIRESPIT
{
verb "spit at"
damage 1d4
element FIRE
}
ATTACK MOUSEBITE
{
verb "nibble"
damage 1
}
ATTACK RATBITE
{
verb "bite"
damage 1d2+1
}
ATTACK KIWISTAB
{
verb "stab"
damage 2d4
}
ATTACK BATBITE
{
verb "bite"
damage 2d2
}
ATTACK LARGEBATBITE
{
verb "bite"
damage 2d4
}
ATTACK VAMPIREBATBITE
{
verb "bite"
damage 3d4
eat 50
}
ATTACK GHASTCLAW
{
verb "claw"
damage 1d4+2
inflict_intrinsic PARALYSED
inflict_chance 20
inflict_duration 1d4+2
inflict_resistance PARALYSED
}
ATTACK GIANTRATBITE
{
verb "bite"
damage 1d4+1
}
ATTACK FIRESNAKEBITE
{
verb "bite"
damage 1d4
bonustohit 1
element FIRE
}
ATTACK ICESNAKEBITE
{
verb "bite"
damage 1d4
bonustohit 1
element COLD
}
ATTACK GREENSNAKEBITE
{
verb "bite"
damage 1d4
bonustohit 1
inflict_intrinsic POISON_MILD
inflict_duration 2d3
inflict_chance 100
}
ATTACK GRIDBUGZAP
{
verb "zap"
damage 3d2-2
bonustohit 1
element SHOCK
}
ATTACK SHITOMICHU
{
verb "chu"
deathtext "You were kissed to death"
damage 2d6
bonustohit -2
}
ATTACK LIGHTWAND
{
verb "blind"
deathtext "Important lesson: Do not look directly at the light"
damage 2
element LIGHT
}
ATTACK LIGHTBLAST
{
verb "blind"
deathtext "You followed the light - sadly it was the light that killed you"
damage 1d4
element LIGHT
}
ATTACK SPELL_FLASH
{
verb "blind"
damage 2d4
element LIGHT
}
ATTACK SUNFIREBLAST
{
verb "blind"
deathtext "You looked too long into the sun"
damage 7d7+21
element LIGHT
alwayshit true
}
ATTACK FLAMESTRIKE
{
verb "immolate"
deathtext "You angered the wrong god"
damage 6d6
element FIRE
alwayshit true
}
ATTACK SURROUNDSMITE
{
verb "smite"
deathtext "You stood too close to a god's avatar"
damage 6d3
alwayshit true
}
ATTACK SLUGSLIME
{
verb "slime"
damage 2d4
element ACID
}
ATTACK BROWNSLUG
{
verb "slime"
damage 1d4
element ACID
}
ATTACK DEATHSLUG
{
verb "stab"
damage 2d6
nextattack SLUGSLIME
}
ATTACK SCORPION
{
verb "sting"
damage 1d3
inflict_intrinsic POISON_NORMAL
inflict_duration 5d3
inflict_chance 50
}
ATTACK CAVESPIDER
{
verb "bite"
damage 2d3
}
ATTACK GIANTSPIDER
{
verb "bite"
damage 2d3
inflict_intrinsic POISON_HARSH
inflict_duration 5d3
inflict_chance 50
}
ATTACK FLOATINGEYE_REFLEX
{
verb "stare at"
damage 1
inflict_intrinsic PARALYSED
inflict_duration 1d20+1
inflict_chance 100
inflict_resistance BLIND
inflict_negate BLIND
}
ATTACK FLOATINGEYE_TRACK
{
verb "focus on"
damage 1
inflict_intrinsic POSITIONREVEALED
inflict_duration 4d5
inflict_chance 100
inflict_resistance BLIND
}
ATTACK GELATINOUSCUBE
{
verb "smash"
damage 2d6
}
ATTACK GELATINOUSCUBE_REFLEX
{
verb "splatter"
damage 1d6
element ACID
inflict_intrinsic PARALYSED
inflict_duration 3d3
inflict_chance 30
}
ATTACK LIVINGTREE
{
verb "smash"
damage 1d6+4
}
ATTACK TRICERATOPHORN
{
verb "gore"
damage 3d6+4
nextattack TRICERATOPHORN_2
}
ATTACK TRICERATOPHORN_2
{
verb "gouge"
damage 2d6+4
nextattack TRICERATOPHORN_3
}
ATTACK TRICERATOPHORN_3
{
verb "gouge"
damage 2d6+4
}
ATTACK EARTHELEMENTAL
{
verb "smash"
damage 3d6+4
nextattack EARTHELEMENTAL_2
}
ATTACK EARTHELEMENTAL_2
{
verb "smash"
damage 3d6+4
}
ATTACK AIRELEMENTAL
{
verb "buffet"
damage 2d6
nextattack AIRELEMENTAL_2
}
ATTACK AIRELEMENTAL_2
{
verb "zap"
damage 2d6
element SHOCK
}
ATTACK FIREELEMENTAL
{
verb "burn"
damage 2d10
element FIRE
}
ATTACK WATERELEMENTAL
{
verb "splash"
damage 1d5
inflict_intrinsic STRANGLE
inflict_chance 100
inflict_duration 2d4+2
}
ATTACK FLESHGOLEM
{
verb "punch"
damage 2d4
nextattack FLESHGOLEM_2
}
ATTACK FLESHGOLEM_2
{
verb "punch"
damage 2d4
}
ATTACK STONEGOLEM
{
verb "punch"
damage 8
nextattack STONEGOLEM_2
}
ATTACK STONEGOLEM_2
{
verb "punch"
damage 8
}
ATTACK IRONGOLEM
{
verb "punch"
damage 2d4+8
nextattack IRONGOLEM_2
}
ATTACK IRONGOLEM_2
{
verb "punch"
damage 2d4+8
}
ATTACK GHOST
{
verb "frighten"
deathtext "You were scared to death"
damage 2d3
inflict_intrinsic PARALYSED
inflict_chance 20
inflict_duration 1d4+2
inflict_resistance PARALYSED
}
ATTACK CRETAN_MINOTAUR
{
verb "gore"
damage 3d4
nextattack CRETAN_MINOTAUR_2
}
ATTACK CRETAN_MINOTAUR_2
{
verb "bite"
damage 2d8
nextattack CRETAN_MINOTAUR_3
}
ATTACK CRETAN_MINOTAUR_3
{
verb "punch"
damage 2d5
}
ATTACK BAEZELBUB_BITE
{
verb "bite"
damage 3d4
nextattack BAEZLEBUB_SWORDFLAME
}
ATTACK BAEZLEBUB_SWORDFLAME
{
verb "burn"
damage 3d5
element FIRE
bonustohit 4
sameattack BEAZELBUG_SWORD
}
ATTACK BEAZELBUG_SWORD
{
verb "slash"
damage 2d8
}
ATTACK GLASSSHARDS
{
verb "pierce"
deathtext "You had a painful last meal"
damage 2d4
}
ATTACK GLASSFRAGMENTS
{
verb "pierce"
damage 1d4
}
ATTACK ACIDICCORPSE
{
verb "burn"
deathtext "You had a terminal case of heartburn"
damage 2d3
element ACID
}
ATTACK SILVERITEM
{
verb "sear"
deathtext "You suffered from metal poisoning"
damage 2d3
}
ATTACK GOLDITEM
{
verb "sear"
deathtext "Your greed for gold proved unwise"
damage 2d3
}
ATTACK ACIDPOTION
{
verb "burn"
deathtext "You realized too late that one shouldn't quaff anything found in a dungeon"
damage 4d2
element ACID
}
ATTACK GREEKFIREPOTION
{
verb "burn"
deathtext "Never look a gift potion down the spout"
damage 1d6
element FIRE
inflict_intrinsic AFLAME
inflict_duration 3d2+2
inflict_chance 100
}
ATTACK AFLAME
{
verb "burn"
deathtext "A candle that burns twice as bright burns half as long"
damage 1d6
element FIRE
}
ATTACK LAVABURN
{
verb "burn"
deathtext "You were barbequed to well done"
damage 3d3+6
element FIRE
}
ATTACK FORESTFIRE
{
verb "burn"
deathtext "You became one with the forest: ash in the breeze"
damage 3d3+6
element FIRE
}
ATTACK ACIDPOOLBURN
{
verb "dissolve"
deathtext "Your very bones dissolved"
damage 4d3+9
element ACID
}
ATTACK FIRESCROLL
{
verb "burn"
deathtext "You were flamed"
damage 4d5
element FIRE
alwayshit true
}
ATTACK ROLLINGBOULDER
{
verb "crush"
damage 4d5
alwayshit true
deathtext "You were flattened to a pancake"
}
ATTACK TRAP_PIT
{
verb "crush"
damage 2d5
deathtext "You fell and could not get up"
}
ATTACK TRAP_SPIKEDPIT
{
verb "impale"
damage 3d5
deathtext "You were punished by Vlad"
}
ATTACK DOORSLAM
{
verb "slam"
damage 1d2
element PHYSICAL
alwayshit true
deathtext "You opened when opportunity knocked only to have the door slammed in your face"
}
ATTACK SPELL_FORCEBOLT
{
verb "slam"
damage 4
element PHYSICAL
alwayshit true
}
ATTACK SPELL_SANDBLAST
{
verb "blast"
damage 1d4+2
element PHYSICAL
alwayshit true
}
ATTACK SPELL_SANDSTORM
{
verb "blast"
damage 3d7
element PHYSICAL
alwayshit true
inflict_intrinsic BLIND
inflict_chance 20
inflict_duration 2d3
inflict_resistance BLIND
}
ATTACK SPELL_FORCEWALL
{
verb "slam"
damage 1d4+4
element PHYSICAL
alwayshit true
}
ATTACK SPELL_FROSTBOLT
{
verb "freeze"
damage 2d5
element COLD
}
ATTACK LIVINGFROST
{
verb "freeze"
damage 2d5
element COLD
}
ATTACK SPELL_LIGHTNING
{
verb "shock"
damage 1d60
element SHOCK
}
ATTACK SPELL_MAGICMISSILE
{
verb "strike"
damage 1d2+2
bonustohit 5
}
ATTACK SPELL_CHILL
{
verb "chill"
damage 1d4
element COLD
inflict_intrinsic SLOW
inflict_chance 100
inflict_duration 2d3+3
}
ATTACK SPELL_SPARK
{
verb "zap"
damage 1d15
element SHOCK
}
ATTACK SPELL_FIREBALL
{
verb "burn"
damage 3d6
element FIRE
}
ATTACK SPELL_FIREBALLBALL
{
verb "burn"
damage 2d6
element FIRE
alwayshit true
}
ATTACK SPELL_ACIDSPLASH
{
verb "dissolve"
damage 6d4
element ACID
}
ATTACK SPELL_CORROSIVEEXPLOSION
{
verb "dissolve"
damage 6d6
element ACID
alwayshit true
}
ATTACK SPELL_BLIZZARD
{
verb "freeze"
damage 6d3
element COLD
alwayshit true
inflict_intrinsic SLOW
inflict_chance 100
inflict_duration 3d3+3
sameattack SPELL_BLIZZARD_PUMMEL
}
ATTACK SPELL_BLIZZARD_PUMMEL
{
verb "pelt"
damage 6d3
}
ATTACK SPELL_DISINTEGRATE
{
verb "disintegrate"
damage 0
element ACID
alwayshit true
}
ATTACK SPELL_POISONBOLT
{
verb "poison"
damage 1d6
inflict_intrinsic POISON_HARSH
inflict_duration 6
inflict_chance 100
inflict_resistance RESISTPOISON
}
ATTACK SPELL_CLOUDKILL
{
verb "choke"
damage 1d3
explode_chance 100
explode_smoke POISON
explode_name "the venom ball"
}
ATTACK SPELL_FINGEROFDEATH
{
verb "slay"
damage 1000
element DEATH
deathtext "You were slain by the Finger of Death"
}
COMMENT
{
One's smarts is measured from 0 to 10ish.
}
DEFINE SMARTS
{
}
SMARTS NONE 0
SMARTS VEGETABLE
SMARTS ANIMAL
SMARTS CUNNINGANIMAL
SMARTS FOOL
SMARTS HUMAN
SMARTS WISE
DEFINE STRENGTH
{
}
STRENGTH NONE 0
STRENGTH MINIMAL
STRENGTH WEAK
STRENGTH HUMAN
STRENGTH STRONG
STRENGTH DRAGON
COMMENT
{
AI is the type of move-chooser the critter will use. It is also
used to determine attitude to fellow critters.
RABID: Attack everyone
PACK: Neutral to others, friendly to same mobtype
SPECIEST: Neutral to others, friendly to same creature type.
FRIENDLY: Friendly to everyone
Some flags are stored with it:
attackavatar - Do we attack avatar on sight?
attackspecies - Attacks fellow species
attacktype - Attacks fellow type
attackalien - Attacks non-species/type
useitems - Can equip/wield items.
throwitems - Can throw items.
packrat - Picks everything up.
zapwands - Can zap wands.
markattackpos - Will record location of last attacker in AI state.
This allows charging the location of
invisible attackers that use ranged attacks.
}
DEFINE AI
{
BOOL attackavatar 1
BOOL attackspecies 0
BOOL attacktype 0
BOOL attackalien 1
BOOL useitems 0
BOOL throwitems 0
BOOL packrat 0
BOOL zapwands 0
BOOL markattackpos 1
BOOL opendoors false
}
AI NONE 0
{
attackavatar 0
attackspecies 0
attacktype 0
attackalien 0
}
AI RABID
{
attackavatar 1
attackspecies 1
attacktype 1
attackalien 1
}
AI ANIMAL_PACK
{
attackavatar 0
attackspecies 0
attacktype 0
attackalien 1
}
AI MOUSE
{
attackavatar 0
attackspecies 0
attacktype 0
attackalien 1
markattackpos 0
}
AI PACK
{
attackavatar 1
attackspecies 0
attacktype 0
attackalien 1
}
AI ANIMAL_SPECIEST
{
attackavatar 0
attackspecies 0
attacktype 1
attackalien 1
}
AI SPECIEST
{
attackavatar 1
attackspecies 0
attacktype 1
attackalien 1
}
AI EVILHUMANOID
{
attackavatar 1
attackspecies 0
attacktype 1
attackalien 1
useitems 1
throwitems 1
zapwands 1
packrat 1
opendoors true
}
AI GOODHUMANOID
{
attackavatar 0
attackspecies 0
attacktype 1
attackalien 1
useitems 1
throwitems 1
zapwands 1
packrat 1
opendoors true
}
AI KOBOLD
{
attackavatar 1
attackspecies 0
attacktype 0
attackalien 1
useitems 1
throwitems 1
zapwands 1
packrat 1
opendoors true
}
AI TROLL
{
attackavatar 1
attackspecies 0
attacktype 0
attackalien 1
useitems 1
throwitems 1
zapwands 1
packrat 1
opendoors false
}
AI SMARTTRIDUDE
{
attackavatar 1
attackspecies 0
attacktype 0
attackalien 1
useitems 1
throwitems 1
zapwands 1
packrat 1
opendoors true
}
AI SCAVENGER
{
attackavatar 0
attackspecies 0
attacktype 1
attackalien 1
useitems 0
packrat 1
}
AI FRIENDLY
{
attackavatar 0
attackspecies 0
attacktype 0
attackalien 0
}
DEFINE SIZE
{
CST name "bread box sized"
U16 foodval 0
}
SIZE TINY
{
name "tiny"
foodval 50
}
SIZE SMALL
{
name "small"
foodval 100
}
SIZE MEDIUM
{
name "medium"
foodval 200
}
SIZE LARGE
{
name "large"
foodval 500
}
SIZE HUGE
{
name "huge"
foodval 1000
}
SIZE GARGANTUAN
{
name "gargantuan"
foodval 2000
}
COMMENT
{
The GENDERCHANCE reflects the probability of a creature being
one of the three possible genders.
If we have plural genders, they'd be added here.
}
DEFINE GENDERCHANCE
{
U8 male 50
U8 female 50
U8 neuter 0
}
GENDERCHANCE MALE
{
male 100
female 0
neuter 0
}
GENDERCHANCE FEMALE
{
male 0
female 100
neuter 0
}
GENDERCHANCE NEUTER
{
male 0
female 0
neuter 100
}
GENDERCHANCE MORF
{
male 50
female 50
neuter 0
}
COMMENT
{
A MOBLEVEL is a way of referring ot a mob of a specific threat level
The idea is to allow the specification of guardian monsters without
knowing the level the map will show up on ahead of time.
The range is the threat level around the map's own level that
is allowed.
Currently minlevel is ignored, and maxleve is just used as
a modifier to the threat level. Thus, a monster level 0..threat-max
is generated, so there is no guarantee you'll get uber monsters.
}
DEFINE MOBLEVEL
{
S16 minlevel -10
S16 maxlevel +10
}
MOBLEVEL NONE
{
minlevel -100
maxlevel -100
}
MOBLEVEL WEAK
{
minlevel -20
maxlevel -5
}
MOBLEVEL NORMAL
{
minlevel -15
maxlevel 0
}
MOBLEVEL STRONG
{
minlevel -5
maxlevel 5
}
MOBLEVEL OVERPOWERING
{
minlevel 5
maxlevel 10
}
MOBLEVEL UNIQUE
{
minlevel 5
maxlevel 5
}
COMMENT
{
A MOBTYPE is a class of MOBs who are considered to be of the same
meta type. Thus, all slugs are together, all dragons, all orcs,
etc.
}
DEFINE MOBTYPE
{
CST name "mobtype"
}
MOBTYPE NONE
{
name "None"
}
MOBTYPE UNUSUAL
{
name "Unusual"
}
MOBTYPE DRAGON
{
name "Dragon"
}
MOBTYPE SNAKE
{
name "Snake"
}
MOBTYPE INSECT
{
name "Insect"
}
MOBTYPE SPIDER
{
name "Spider"
}
MOBTYPE HUMANOID
{
name "Humanoid"
}
MOBTYPE KOBOLD
{
name "Kobold"
}
MOBTYPE TROLL
{
name "Troll"
}
MOBTYPE RAT
{
name "Rat"
}
MOBTYPE CONSTRUCT
{
name "Construct"
}
MOBTYPE DAEMON
{
name "Daemon"
}
MOBTYPE SLUG
{
name "Slug"
}
MOBTYPE UNDEAD
{
name "Undead"
}
MOBTYPE BAT
{
name "Bat"
}
MOBTYPE GOLEM
{
name "Golem"
}
MOBTYPE ELEMENTAL
{
name "Elemental"
}
MOBTYPE GOD
{
name "god"
}
MOBTYPE TRIDUDE
{
name "tridude"
}
DEFINE MOB
{
ENM16 tile TILE VOID
ENM16 tileur TILE VOID
ENM16 tilell TILE VOID
ENM16 tilelr TILE VOID
CST name "unnamed!"
ENM movetype MOVE WALK
ENM attack ATTACK NONE
DICE hp 10
U8 hitdie 1
U8 baseskills 2
DICE mp 0
U8 mpdie 1
U8 basespells 1
U8 explevel 1
S8 baseac 0
U8 lightradius 0
ENM smarts SMARTS ANIMAL
ENM strength STRENGTH HUMAN
ENM ai AI PACK
ENM naturalfoe MOBTYPE NONE
ENM size SIZE MEDIUM
ENMLIST intrinsic INTRINSIC NONE
ENMLIST eatgrant INTRINSIC NONE
DICE eatmp 0
ENM mobtype MOBTYPE UNUSUAL
ENM slotset ITEMSLOTSET NONE
U8 rarity 100
ENMLIST loot ITEM NONE
ENMLIST loottype ITEMTYPE NONE
ENMLIST edible MATERIAL NONE
ENM material MATERIAL FLESH
ENM breathattack ATTACK NONE
DICE breathdelay 1d4+1
CST breathsubstance "hot air"
ENM reflex_attack ATTACK NONE
U8 reflex_chance 100
U8 corpsechance 50
BOOL isboneless 0
BOOL isbloodless false
BOOL acidiccorpse 0
BOOL canresurrectfromcorpse 0
BOOL blownbywind false
U8 noise 1
BOOL usenameasprefix false
ENM deathmsg DEATHMSG BLOOD
ENM gender GENDERCHANCE MORF
ENM evolvetarget MOB NONE
U8 evolvelevel 0
BOOL publish false
BOOL spacewalk false
}
COMMENT
{
Standard mob template
MOB
{
tile
name
attack
hp
hitdie
mp
mpdie
explevel
baseac
smarts
strength
size
slotset
}
}
MOB NONE 0
{
name "no one"
tile NOTILE
rarity 0
}
MOB AVATAR
{
tile AVATAR
name "adventurer"
attack PUNCH
movetype STD_SWIM
hp 15
hitdie 1
mp 10
mpdie 0
baseskills 1
basespells 1
explevel 1
baseac 0
smarts HUMAN
strength HUMAN
mobtype HUMANOID
slotset HUMANOID
edible FLESH
edible WATER
gender MALE
ai GOODHUMANOID
publish true
}
MOB GREENDRAGON
{
tile GREENDRAGON
name "green dragon"
movetype STD_FLY
attack GREENDRAGONBITE
hp 1d10+35
hitdie 8
mpdie 1
explevel 12
baseac 12
smarts WISE
strength DRAGON
ai SPECIEST
size LARGE
intrinsic RESISTPOISON
eatgrant RESISTPOISON
mobtype DRAGON
slotset ANIMAL
edible FLESH
edible WATER
}
MOB WHITEDRAGON
{
tile WHITEDRAGON
name "white dragon"
movetype STD_FLY
attack LONGSWORD
hp 1d10+30
hitdie 8
mpdie 1
explevel 8
baseac 12
smarts WISE
strength DRAGON
ai SPECIEST
size LARGE
intrinsic RESISTCOLD
eatgrant RESISTCOLD
mobtype DRAGON
slotset ANIMAL
edible FLESH
edible WATER
breathattack ICEBREATH
breathsubstance "ice"
}
MOB REDDRAGON
{
tile REDDRAGON
name "red dragon"
movetype STD_FLY
attack LONGSWORD
hp 1d10+30
hitdie 8
mpdie 1
explevel 8
baseac 12
smarts WISE
strength DRAGON
ai SPECIEST
size LARGE
intrinsic RESISTFIRE
eatgrant RESISTFIRE
mobtype DRAGON
slotset ANIMAL
edible FLESH
edible WATER
breathattack FIREBREATH
breathsubstance "fire"
}
MOB BLUEDRAGON
{
tile BLUEDRAGON
name "blue dragon"
movetype STD_FLY
attack LONGSWORD
hp 1d10+30
hitdie 8
mpdie 1
explevel 8
baseac 12
smarts WISE
strength DRAGON
ai SPECIEST
size LARGE
intrinsic RESISTSHOCK
eatgrant RESISTSHOCK
mobtype DRAGON
slotset ANIMAL
edible FLESH
edible WATER
noise 3
breathattack LIGHTNINGBREATH
breathsubstance "lightning"
}
MOB YELLOWDRAGON
{
tile YELLOWDRAGON
name "yellow dragon"
movetype STD_FLY
attack LONGSWORD
hp 2d10+40
hitdie 11
mpdie 2
explevel 10
baseac 14
smarts WISE
strength DRAGON
ai SPECIEST
size LARGE
intrinsic RESISTACID
intrinsic RESISTSTONING
eatgrant RESISTACID
mobtype DRAGON
slotset ANIMAL
edible FLESH
edible WATER
breathattack ACIDBREATH
breathsubstance "acid"
acidiccorpse 1
}
MOB COCKATRICE
{
tile COCKATRICE
name "cockatrice"
movetype STD_FLY
attack COCKATRICE_HISS
hp 1d30+30
hitdie 6
mpdie 0
explevel 7
baseac 7
smarts ANIMAL
strength WEAK
ai SPECIEST
intrinsic RESISTSTONING
eatgrant STONING
mobtype UNUSUAL
edible FLESH
edible WATER
slotset BIRD
gender MALE
}
MOB DAEMON
{
tile DAEMON
name "daemon"
movetype STD_FLY
attack DEMON_SWORD
hp 5d10+20
hitdie 7
mpdie 4
mp 2d10+20
baseskills 2
basespells 5
explevel 10
baseac 10
smarts WISE
strength DRAGON
ai RABID
size LARGE
intrinsic VULNSILVER
intrinsic RESISTFIRE
eatgrant VULNSILVER
eatgrant RESISTFIRE
mobtype DAEMON
slotset HUMANOID_ARMOURLESS
edible FLESH
edible WATER
intrinsic SPELL_SUMMON_IMP
}
MOB ICEDAEMON
{
tile ICEDAEMON
name "ice daemon"
movetype STD_FLY
attack FREEZING_SWORD
hp 5d10+20
hitdie 7
mpdie 4
mp 2d10+20
baseskills 2
basespells 5
explevel 10
baseac 10
smarts WISE
strength DRAGON
ai RABID
size LARGE
intrinsic VULNSILVER
intrinsic RESISTCOLD
eatgrant VULNSILVER
eatgrant RESISTCOLD
mobtype DAEMON
slotset HUMANOID_ARMOURLESS
edible FLESH
edible WATER
intrinsic SPELL_FROSTBOLT
intrinsic SPELL_LIVINGFROST
}
MOB BAEZLBUB
{
tile BAEZLEBUBUL
tileur BAEZLEBUBUR
tilell BAEZLEBUBLL
tilelr BAEZLEBUBLR
name "Baezl'bub"
movetype STD_FLY
attack BAEZELBUB_BITE
hp 300
hitdie 20
mp 100
mpdie 20
baseskills 3
basespells 9
explevel 50
baseac 20
smarts WISE
strength DRAGON
ai RABID
size GARGANTUAN
intrinsic VULNSILVER
intrinsic RESISTFIRE
intrinsic RESISTPOISON
eatgrant VULNSILVER
eatgrant RESISTFIRE
eatgrant RESISTPOISON
intrinsic SPELL_STICKYFLAMES
intrinsic SPELL_FIREBALL
intrinsic SPELL_REGENERATE
intrinsic SPELL_MAJORHEAL
intrinsic SPELL_PRESERVE
intrinsic SPELL_TRACK
intrinsic SPELL_FETCH
intrinsic SPELL_SUMMON_DEMON
mobtype DAEMON
slotset HUMANOID_HUGE
rarity 0
edible FLESH
edible WATER
loot BLACKHEART
corpsechance 100
gender MALE
}
MOB CRETAN_MINOTAUR
{
tile CRETAN_MINOTAUR_UL
tileur CRETAN_MINOTAUR_UR
tilell CRETAN_MINOTAUR_LL
tilelr CRETAN_MINOTAUR_LR
name "Cretan Minotaur"
attack CRETAN_MINOTAUR
hp 10d10+100
hitdie 20
mp 0
mpdie 0
baseskills 4
basespells 1
explevel 18
baseac 16
smarts FOOL
strength DRAGON
ai RABID
size GARGANTUAN
intrinsic FAST
mobtype HUMANOID
slotset HUMANOID_HUGE
rarity 0
edible FLESH
edible WATER
noise 3
loot YRUNE
corpsechance 100
gender MALE
}
MOB TRIDUDE
{
tile TRIDUDE
name "tridude"
attack CLUB
hp 2d10
hitdie 2
mpdie 0
explevel 4
baseac 5
smarts CUNNINGANIMAL
strength HUMAN
mobtype TRIDUDE
slotset HEADONLY
edible FLESH
edible WATER
ai PACK
evolvetarget REDTRIDUDE
evolvelevel 13
gender NEUTER
publish true
spacewalk true
}
MOB REDTRIDUDE
{
tile REDTRIDUDE
name "red tridude"
attack DOUBLECLUB
hp 2d10+20
hitdie 13
mp 2d10+20
baseskills 4
basespells 4
mpdie 13
explevel 13
baseac 15
smarts HUMAN
strength HUMAN
mobtype TRIDUDE
slotset HEADONLY
edible FLESH
edible WATER
ai SMARTTRIDUDE
rarity 0
intrinsic RESISTFIRE
eatgrant RESISTFIRE
intrinsic SPELL_FLASH
intrinsic SPELL_STICKYFLAMES
intrinsic SPELL_FIREBALL
evolvetarget BLUETRIDUDE
evolvelevel 15
gender NEUTER
spacewalk true
}
MOB BLUETRIDUDE
{
tile BLUETRIDUDE
name "blue tridude"
attack DOUBLECLUB
hp 2d10+20
hitdie 15
mp 2d10+40
mpdie 10
baseskills 4
basespells 6
explevel 15
baseac 15
smarts CUNNINGANIMAL
strength HUMAN
mobtype TRIDUDE
slotset HEADONLY
edible FLESH
edible WATER
ai SMARTTRIDUDE
rarity 0
intrinsic RESISTSHOCK
eatgrant RESISTSHOCK
intrinsic SPELL_SPARK
intrinsic SPELL_LIGHTNINGBOLT
intrinsic SPELL_CHAINLIGHTNING
evolvetarget PURPLETRIDUDE
evolvelevel 17
noise 3
gender NEUTER
spacewalk true
}
MOB PURPLETRIDUDE
{
tile PURPLETRIDUDE
name "purple tridude"
attack DOUBLECLUB
hp 20
hitdie 2
baseskills 2
basespells 8
mp 1d5+35
mpdie 17
explevel 17
baseac 15
smarts HUMAN
strength HUMAN
mobtype TRIDUDE
slotset HEADONLY
edible FLESH
edible WATER
ai SMARTTRIDUDE
rarity 0
intrinsic RESISTPHYSICAL
intrinsic NOBREATH
intrinsic SPELL_FORCEBOLT
intrinsic SPELL_FORCEWALL
intrinsic SPELL_TELEPORT
intrinsic SPELL_PRESERVE
intrinsic SPELL_FETCH
intrinsic SPELL_DISINTEGRATE
loottype WAND
gender NEUTER
spacewalk true
}
MOB GOLDTRIDUDE
{
tile GOLDTRIDUDE_UL
tileur GOLDTRIDUDE_UR
tilell GOLDTRIDUDE_LL
tilelr GOLDTRIDUDE_LR
name "Golden Tridude"
attack TRIPLECLUB
hp 200
hitdie 20
mp 150
mpdie 20
baseskills 6
basespells 8
explevel 25
baseac 25
smarts WISE
strength DRAGON
ai SMARTTRIDUDE
size GARGANTUAN
intrinsic FAST
intrinsic RESISTSHOCK
intrinsic RESISTFIRE
intrinsic RESISTACID
intrinsic REFLECTION
intrinsic SPELL_ACIDSPLASH
intrinsic SPELL_ACIDICMIST
intrinsic SPELL_CORROSIVEEXPLOSION
eatgrant RESISTSHOCK
eatgrant RESISTFIRE
eatgrant RESISTACID
loottype ARTIFACT
loottype ARTIFACT
loottype ARTIFACT
mobtype TRIDUDE
slotset HEADONLY
rarity 0
edible FLESH
edible WATER
corpsechance 100
gender NEUTER
spacewalk true
}
MOB FIREBEETLE
{
tile FIREBEETLE
name "fire beetle"
attack FIRESPIT
hp 1d10
hitdie 1
mpdie 1
explevel 2
baseac 0
smarts ANIMAL
strength HUMAN
intrinsic RESISTFIRE
intrinsic VULNCOLD
eatgrant RESISTFIRE
eatgrant VULNCOLD
mobtype INSECT
slotset INSECT
edible FLESH
edible WATER
ai ANIMAL_SPECIEST
size SMALL
}
MOB GOLDBEETLE
{
tile GOLDBEETLE
name "gold beetle"
attack GOLDBEETLE_MANDIBLE
hp 1d20+40
hitdie 5
mpdie 0
explevel 6
baseac 8
smarts ANIMAL
strength HUMAN
intrinsic RESISTACID
eatgrant RESISTACID
eatgrant GOLDALLERGY
mobtype INSECT
slotset INSECT
edible GOLD
material GOLD
ai ANIMAL_SPECIEST
rarity 25
size SMALL
}
MOB ICESNAKE
{
tile ICESNAKE
name "ice snake"
attack ICESNAKEBITE
hp 1d5
hitdie 1
mpdie 0
explevel 2
baseac 5
smarts ANIMAL
strength WEAK
size SMALL
intrinsic VULNFIRE
intrinsic RESISTCOLD
eatgrant VULNFIRE
eatgrant RESISTCOLD
mobtype SNAKE
slotset SNAKE
edible FLESH
edible WATER
ai ANIMAL_SPECIEST
}
MOB GREENSNAKE
{
tile GREENSNAKE
name "green snake"
attack GREENSNAKEBITE
hp 2d5
hitdie 2
mpdie 0
explevel 4
baseac 7
smarts ANIMAL
strength WEAK
size SMALL
intrinsic RESISTPOISON
eatgrant POISON_NORMAL
mobtype SNAKE
slotset SNAKE
edible FLESH
edible WATER
ai ANIMAL_SPECIEST
}
MOB FIRESNAKE
{
tile FIRESNAKE
name "fire snake"
attack FIRESNAKEBITE
hp 1d5
hitdie 1
mpdie 0
explevel 2
baseac 5
smarts ANIMAL
strength WEAK
size SMALL
intrinsic VULNCOLD
intrinsic RESISTFIRE
eatgrant VULNCOLD
eatgrant RESISTFIRE
mobtype SNAKE
slotset SNAKE
edible FLESH
edible WATER
ai ANIMAL_SPECIEST
}
MOB MOUSE
{
tile MOUSE
name "mouse"
attack MOUSEBITE
hp 1
hitdie 1
mpdie 0
explevel 1
baseac 5
smarts ANIMAL
strength WEAK
size TINY
mobtype RAT
slotset ANIMAL
ai MOUSE
noise 0
evolvetarget RAT
evolvelevel 2
publish true
}
MOB RAT
{
tile RAT
name "rat"
attack RATBITE
hp 1d4
hitdie 1
mpdie 0
explevel 1
baseac 0
smarts ANIMAL
strength WEAK
size SMALL
mobtype RAT
slotset ANIMAL
ai ANIMAL_PACK
evolvetarget GIANTRAT
evolvelevel 3
publish true
}
MOB GIANTRAT
{
tile GIANTRAT
name "giant rat"
attack GIANTRATBITE
hp 3d4
hitdie 3
mpdie 0
explevel 3
baseac 0
smarts ANIMAL
strength WEAK
size MEDIUM
mobtype RAT
slotset ANIMAL
ai PACK
publish true
}
MOB GRIDBUG
{
tile GRIDBUG
name "grid bug"
attack GRIDBUGZAP
hp 2d5
hitdie 1
mpdie 0
explevel 1
baseac 3
smarts VEGETABLE
strength MINIMAL
size SMALL
intrinsic RESISTSHOCK
eatgrant RESISTSHOCK
mobtype UNUSUAL
slotset INSECT
ai SPECIEST
isbloodless true
deathmsg SPARK
publish true
}
MOB SHITOMI
{
tile SHITOMI
name "shitomi"
attack SHITOMICHU
hitdie 3
hp 6d5
mpdie 0
explevel 5
baseac 10
smarts FOOL
strength MINIMAL
ai FRIENDLY
slotset ANIMAL
mobtype RAT
}
MOB TRICERATOP
{
tile TRICERATOPS
name "triceratops"
attack TRICERATOPHORN
hitdie 25
hp 10d4+80
mpdie 0
explevel 18
baseac 20
smarts FOOL
strength STRONG
ai FRIENDLY
slotset ANIMAL
intrinsic SKILL_CHARGE
rarity 25
}
MOB LUX
{
tile LUX
name "lux"
attack LIGHTBLAST
hp 10
hitdie 1
mpdie 0
explevel 2
baseac 0
smarts ANIMAL
strength MINIMAL
size SMALL
mobtype CONSTRUCT
slotset LUX
lightradius 2
ai SPECIEST
material IRON
intrinsic NOBREATH
intrinsic DEAF
intrinsic NOREGEN
corpsechance 0
isbloodless true
noise 2
deathmsg SPARK
gender NEUTER
}
MOB BROWNSLUG
{
tile BROWNSLUG
name "brown slug"
attack BROWNSLUG
hp 1d10
hitdie 1
mpdie 0
explevel 2
baseac 0
smarts ANIMAL
strength MINIMAL
size SMALL
intrinsic RESISTACID
intrinsic RESISTSTONING
intrinsic SLOW
eatgrant RESISTACID
mobtype SLUG
slotset SLUG
ai PACK
edible FLESH
edible WATER
isboneless 1
acidiccorpse 1
evolvetarget PURPLESLUG
evolvelevel 6
publish true
}
MOB PURPLESLUG
{
tile PURPLESLUG
name "purple slug"
attack SLUGSLIME
hp 3d10
hitdie 3
mpdie 0
explevel 6
baseac 0
smarts ANIMAL
strength MINIMAL
intrinsic RESISTACID
intrinsic RESISTSTONING
intrinsic SLOW
eatgrant RESISTACID
mobtype SLUG
slotset SLUG
ai PACK
edible FLESH
edible WATER
isboneless 1
acidiccorpse 1
evolvetarget DEATHSLUG
evolvelevel 12
}
MOB DEATHSLUG
{
tile DEATHSLUG
name "death slug"
attack DEATHSLUG
hp 3d10+30
hitdie 6
mpdie 0
explevel 12
baseac 10
smarts ANIMAL
strength MINIMAL
intrinsic RESISTACID
intrinsic RESISTSTONING
intrinsic SLOW
eatgrant RESISTACID
acidiccorpse 1
mobtype SLUG
slotset SLUG
edible FLESH
edible WATER
ai PACK
}
MOB FLOATINGEYE
{
tile FLOATINGEYE
name "floating eye"
attack FLOATINGEYE_TRACK
movetype STD_FLY
hp 2d5
hitdie 3
mpdie 0
explevel 3
baseac 4
smarts ANIMAL
strength NONE
size SMALL
eatgrant TELEPATHY
reflex_chance 75
reflex_attack FLOATINGEYE_REFLEX
ai ANIMAL_SPECIEST
intrinsic DEAF
slotset NONE
isboneless 1
noise 0
publish true
}
MOB WIZARDSEYE
{
tile FLOATINGEYE
name "wizard's eye"
attack FLOATINGEYE_TRACK
movetype ALL
hp 1d5+5
hitdie 3
mpdie 0
explevel 3
baseac 4
smarts ANIMAL
strength NONE
size SMALL
eatgrant TELEPATHY
reflex_chance 75
reflex_attack FLOATINGEYE_REFLEX
ai ANIMAL_SPECIEST
intrinsic DEAF
slotset NONE
isboneless 1
noise 0
lightradius 2
rarity 0
}
MOB GELATINOUSCUBE
{
tile GELATINOUSCUBE
name "gelatinous cube"
attack GELATINOUSCUBE
hp 2d5+30
hitdie 6
mpdie 0
explevel 7
baseac 7
smarts NONE
strength MINIMAL
reflex_chance 100
reflex_attack GELATINOUSCUBE_REFLEX
ai SCAVENGER
intrinsic RESISTACID
intrinsic RESISTSHOCK
intrinsic RESISTSTONING
intrinsic NOBREATH
intrinsic BLIND
intrinsic TELEPATHY
eatgrant RESISTACID
eatgrant RESISTSHOCK
acidiccorpse 1
slotset NONE
edible IRON
edible SILVER
isboneless 1
deathmsg ICHOR
gender NEUTER
}
MOB SCORPION
{
tile SCORPION
name "scorpion"
attack SCORPION
hp 4d5
hitdie 4
mpdie 0
explevel 5
baseac 6
smarts ANIMAL
strength MINIMAL
size SMALL
intrinsic RESISTPOISON
eatgrant POISON_STRONG
mobtype INSECT
slotset INSECT
edible FLESH
edible WATER
ai SPECIEST
publish true
}
MOB CAVESPIDER
{
tile CAVESPIDER
name "cave spider"
attack CAVESPIDER
hp 2d5
hitdie 2
mpdie 0
explevel 3
baseac 0
smarts ANIMAL
strength MINIMAL
size SMALL
mobtype SPIDER
slotset INSECT
edible FLESH
edible WATER
ai ANIMAL_PACK
evolvetarget GIANTSPIDER
evolvelevel 8
publish true
}
MOB GIANTSPIDER
{
tile GIANTSPIDER
name "giant spider"
attack GIANTSPIDER
hp 3d5+15
hitdie 4
mpdie 0
explevel 8
baseac 6
smarts ANIMAL
strength MINIMAL
mobtype SPIDER
slotset INSECT
edible FLESH
edible WATER
ai ANIMAL_PACK
}
MOB KIWI
{
tile KIWI
name "kiwi"
attack KIWISTAB
hp 3d5+15
hitdie 3
mpdie 0
explevel 3
baseac 5
smarts ANIMAL
strength MINIMAL
ai ANIMAL_SPECIEST
slotset WINGLESS_BIRD
publish true
}
MOB BAT
{
tile BAT
name "bat"
attack BATBITE
movetype STD_FLY
hp 1d10
hitdie 1
mpdie 0
explevel 2
baseac 5
smarts ANIMAL
strength MINIMAL
size SMALL
ai ANIMAL_PACK
intrinsic FAST
eatgrant QUICK
mobtype BAT
edible FLESH
edible WATER
slotset BIRD
evolvetarget LARGEBAT
evolvelevel 4
publish true
}
MOB LARGEBAT
{
tile LARGEBAT
name "large bat"
attack LARGEBATBITE
movetype STD_FLY
hp 1d10+10
hitdie 2
mpdie 0
explevel 4
baseac 10
smarts ANIMAL
strength MINIMAL
ai ANIMAL_PACK
intrinsic FAST
eatgrant QUICK
mobtype BAT
edible FLESH
edible WATER
slotset BIRD
evolvetarget VAMPIREBAT
evolvelevel 7
publish true
}
MOB VAMPIREBAT
{
tile VAMPIREBAT
name "vampire bat"
attack VAMPIREBATBITE
movetype STD_FLY
hp 2d10+10
hitdie 4
mpdie 0
explevel 7
baseac 13
smarts ANIMAL
strength MINIMAL
ai PACK
intrinsic FAST
eatgrant QUICK
mobtype BAT
edible FLESH
edible WATER
slotset BIRD
}
MOB STALKER
{
tile INVISIBLESTALKER
name "invisible stalker"
attack SLUGSLIME
hp 2d10+20
hitdie 4
mpdie 0
explevel 10
baseac 10
smarts ANIMAL
strength MINIMAL
intrinsic INVISIBLE
intrinsic SEEINVISIBLE
mobtype UNUSUAL
ai SPECIEST
edible FLESH
edible WATER
eatgrant SEEINVISIBLE
eatgrant INVISIBLE
acidiccorpse 1
slotset HUMANOID
noise 0
}
MOB FROG
{
tile FROG
name "giant frog"
movetype STD_SWIM
attack FROGBITE
hp 1d10+20
hitdie 5
mpdie 0
explevel 5
baseac 5
smarts ANIMAL
strength WEAK
mobtype UNUSUAL
ai SPECIEST
naturalfoe INSECT
intrinsic JUMP
intrinsic WATERWALK
intrinsic VULNFIRE
eatgrant JUMP
eatgrant WATERWALK
eatgrant VULNFIRE
edible FLESH
edible WATER
slotset ANIMAL
}
MOB SKELETON
{
tile SKELETON
name "skeleton"
attack PUNCH
hp 10
hitdie 2
mpdie 0
explevel 2
baseac 4
smarts NONE
strength HUMAN
ai PACK
mobtype UNDEAD
slotset HUMANOID
intrinsic RESISTPOISON
intrinsic NOBREATH
corpsechance 0
isbloodless true
deathmsg DUST
publish true
usenameasprefix true
}
MOB ZOMBIE
{
tile ZOMBIE
name "zombie"
attack PUNCH
hp 20
hitdie 4
mpdie 0
explevel 4
baseac 4
smarts NONE
strength HUMAN
ai PACK
intrinsic SLOW
intrinsic RESISTPOISON
mobtype UNDEAD
slotset HUMANOID
corpsechance 0
isbloodless true
publish true
usenameasprefix true
}
MOB GHAST
{
tile GHAST
name "ghast"
attack GHASTCLAW
hp 30
hitdie 6
mpdie 0
baseskills 7
basespells 1
explevel 7
baseac 6
smarts NONE
strength HUMAN
ai EVILHUMANOID
mobtype UNDEAD
slotset HUMANOID
intrinsic RESISTPOISON
corpsechance 0
isbloodless true
usenameasprefix true
}
MOB LICH
{
tile LICH
name "lich"
attack PUNCH
hp 2d10+30
hitdie 8
mp 2d10+50
mpdie 8
baseskills 9
basespells 9
explevel 13
baseac 8
smarts WISE
strength HUMAN
ai EVILHUMANOID
mobtype UNDEAD
slotset HUMANOID
intrinsic RESISTCOLD
intrinsic TELEPORTCONTROL
intrinsic REGENERATION
intrinsic VULNFIRE
intrinsic VULNSILVER
intrinsic SEEINVISIBLE
intrinsic RESISTPOISON
intrinsic SPELL_CHILL
intrinsic SPELL_FROSTBOLT
intrinsic SPELL_LIGHTNINGBOLT
intrinsic SPELL_TELEPORT
intrinsic SPELL_POISONBOLT
intrinsic SPELL_POISONITEM
eatgrant VULNSILVER
eatgrant TELEPORTCONTROL
eatmp 1d7
isbloodless true
usenameasprefix true
}
MOB SOULSUCKER
{
tile SOULSUCKER
name "soul sucker"
attack WHIP
hp 1d10+40
hitdie 8
mp 6d10+50
mpdie 10
explevel 15
baseac 10
smarts WISE
strength WEAK
ai EVILHUMANOID
mobtype UNUSUAL
slotset BRAIN
intrinsic SEEINVISIBLE
intrinsic SPELL_SOULSUCK
eatmp 1d4
}
MOB IMP
{
tile IMP
name "imp"
attack PUNCH
hp 1d10
hitdie 1
mp 20
mpdie 1
baseskills 2
basespells 3
explevel 4
baseac 2
smarts HUMAN
strength WEAK
mobtype DAEMON
slotset HUMANOID
ai EVILHUMANOID
intrinsic RESISTFIRE
intrinsic SEEINVISIBLE
eatgrant RESISTFIRE
eatgrant SEEINVISIBLE
intrinsic SPELL_MAGICMISSILE
intrinsic SPELL_FIREBALL
intrinsic SPELL_TELEPORT
}
MOB KOBOLD
{
tile KOBOLD
name "kobold"
attack PUNCH
hp 1d10+15
hitdie 4
mpdie 0
baseskills 4
basespells 2
explevel 6
baseac 6
smarts HUMAN
strength HUMAN
mobtype KOBOLD
slotset HUMANOID
edible FLESH
edible WATER
ai KOBOLD
intrinsic SKILL_EVADETRAP
loot SHORTSWORD
evolvetarget KOBOLDFIGHTER
evolvelevel 14
publish true
}
MOB KOBOLDMAGE
{
tile KOBOLDMAGE
name "kobold mage"
attack PUNCH
hp 1d10+25
hitdie 5
mpdie 4
mp 4d10
baseskills 6
basespells 5
explevel 9
baseac 6
smarts HUMAN
strength HUMAN
mobtype KOBOLD
slotset HUMANOID
edible FLESH
edible WATER
ai KOBOLD
intrinsic SPELL_STICKYFLAMES
intrinsic SPELL_CUREPOISON
intrinsic SPELL_HEAL
intrinsic SPELL_MAGICMISSILE
intrinsic SKILL_EVADETRAP
eatmp 1d3
evolvetarget KOBOLDASSASSIN
evolvelevel 20
publish true
}
MOB KOBOLDFIGHTER
{
tile KOBOLDFIGHTER
name "kobold fighter"
attack PUNCH
hp 1d10+45
hitdie 15
mpdie 0
mp 0
baseskills 8
basespells 1
explevel 14
baseac 10
smarts HUMAN
strength HUMAN
mobtype KOBOLD
slotset HUMANOID
edible FLESH
edible WATER
ai KOBOLD
intrinsic SKILL_EVADETRAP
intrinsic SKILL_WEAPON_PARRY
loot LONGSWORD
loot CHAINMAIL
loot HELM
evolvetarget KOBOLDTHIEF
evolvelevel 25
publish true
}
MOB KOBOLDASSASSIN
{
tile KOBOLDASSASSIN
name "kobold assassin"
attack PUNCH
hp 1d10+35
hitdie 20
mpdie 10
baseskills 8
basespells 8
mp 1d10+20
explevel 20
baseac 15
smarts HUMAN
strength HUMAN
mobtype KOBOLD
slotset HUMANOID
edible FLESH
edible WATER
ai KOBOLD
intrinsic RESISTPOISON
intrinsic FAST
intrinsic SKILL_EVADETRAP
intrinsic SKILL_DODGE
intrinsic SKILL_WEAPON_BLEEDINGWOUND
intrinsic SPELL_POISONITEM
intrinsic SPELL_POISONBOLT
intrinsic SPELL_TRACK
loot SILVERDAGGER
publish true
}
MOB KOBOLDTHIEF
{
tile KOBOLDTHIEF
name "kobold thief"
attack PUNCH
hp 1d10+75
hitdie 25
mpdie 0
mp 0
baseskills 8
basespells 1
explevel 25
baseac 20
smarts HUMAN
strength HUMAN
mobtype KOBOLD
slotset HUMANOID
edible FLESH
edible WATER
ai KOBOLD
intrinsic SKILL_EVADETRAP
intrinsic SKILL_DODGE
intrinsic SKILL_WEAPON_DISARM
intrinsic FAST
loot RAPIER
loot STUDDEDLEATHER
loot LEATHERCAP
}
MOB TROLL
{
tile TROLL
name "troll"
attack PUNCH
hp 2d10+15
hitdie 6
mpdie 0
explevel 8
baseac 8
smarts FOOL
strength HUMAN
mobtype TROLL
slotset HUMANOID
edible FLESH
edible WATER
ai TROLL
intrinsic REGENERATION
eatgrant REGENERATION
canresurrectfromcorpse 1
noise 2
loot CLUB
evolvetarget CAVETROLL
evolvelevel 16
}
MOB CAVETROLL
{
tile CAVETROLL
name "cave troll"
attack PUNCH
hp 2d10+45
hitdie 20
mpdie 0
explevel 16
baseac 20
smarts FOOL
strength HUMAN
mobtype TROLL
slotset HUMANOID
edible STONE
material STONE
ai TROLL
intrinsic REGENERATION
eatgrant REGENERATION
canresurrectfromcorpse 1
noise 2
loot WARHAMMER
}
MOB LIZARDMAN
{
tile LIZARDMAN
name "lizardman"
attack PUNCH
hp 1d10+25
hitdie 6
mpdie 0
explevel 8
baseac 8
smarts HUMAN
strength HUMAN
mobtype HUMANOID
slotset HUMANOID
edible FLESH
edible WATER
ai EVILHUMANOID
gender MALE
loot SPEAR
}
MOB TURTLOID
{
tile TURTLOID
name "turtloid"
movetype STD_SWIM
attack PUNCH
hp 3d5+25
hitdie 15
mpdie 0
explevel 15
baseac 30
smarts HUMAN
mobtype HUMANOID
slotset HUMANOID
edible FLESH
edible WATER
ai EVILHUMANOID
intrinsic WATERWALK
noise 2
loot SHORTSWORD
evolvetarget LARGETURTLOID
evolvelevel 20
}
MOB LARGETURTLOID
{
tile LARGETURTLOID
name "large turtloid"
movetype STD_SWIM
attack PUNCH
hp 3d5+45
hitdie 20
mpdie 0
explevel 20
baseac 40
smarts HUMAN
size LARGE
mobtype HUMANOID
slotset HUMANOID
edible FLESH
edible WATER
ai EVILHUMANOID
intrinsic WATERWALK
noise 2
loot SPEAR
}
MOB ORC
{
tile ORC
name "orc"
attack PUNCH
hp 3d5+25
hitdie 15
mpdie 0
explevel 12
baseac 12
smarts HUMAN
mobtype HUMANOID
slotset HUMANOID
edible FLESH
edible WATER
ai EVILHUMANOID
loot SPEAR
evolvetarget HILLORC
evolvelevel 18
}
MOB HILLORC
{
tile HILLORC
name "hill orc"
attack PUNCH
hp 3d10+45
hitdie 20
mpdie 0
explevel 18
baseac 24
smarts HUMAN
mobtype HUMANOID
slotset HUMANOID
edible FLESH
edible WATER
ai EVILHUMANOID
loot LONGSWORD
}
MOB HEADLESS
{
tile HEADLESS
name "headless"
attack CLAW
hp 1d10+5
hitdie 2
mpdie 0
explevel 3
baseac 2
smarts FOOL
strength HUMAN
mobtype HUMANOID
slotset HEADLESS
ai EVILHUMANOID
intrinsic BLIND
intrinsic TELEPATHY
}
MOB CHAMELEON
{
tile CHAMELEON
name "chameleon"
attack CLAW
hp 1d40
hitdie 4
mpdie 0
explevel 6
baseac 6
smarts ANIMAL
strength WEAK
mobtype UNUSUAL
ai SPECIEST
edible FLESH
edible WATER
intrinsic POLYMORPH
eatgrant POLYMORPH
slotset ANIMAL
}
MOB LIVINGTREE
{
tile LIVINGTREE
name "animated tree"
attack LIVINGTREE
hp 80
hitdie 10
mp 0
mpdie 0
baseskills 2
basespells 1
explevel 20
baseac 15
smarts FOOL
strength DRAGON
mobtype UNUSUAL
ai SPECIEST
intrinsic VULNFIRE
intrinsic NOBREATH
slotset TREE
material WOOD
noise 4
deathmsg WOOD
isbloodless true
gender NEUTER
rarity 0
}
MOB EARTHELEMENTAL
{
tile EARTHELEMENTAL
name "earth elemental"
attack EARTHELEMENTAL
hp 100
hitdie 10
mp 60
mpdie 0
baseskills 2
basespells 4
explevel 20
baseac 15
smarts FOOL
strength DRAGON
mobtype ELEMENTAL
ai SPECIEST
intrinsic RESISTSHOCK
intrinsic SLOW
intrinsic NOBREATH
intrinsic NOREGEN
intrinsic SPELL_CREATEPIT
intrinsic SPELL_ROLLINGBOULDER
intrinsic SKILL_EVADETRAP
slotset HUMANOID
material STONE
noise 4
deathmsg DUST
isbloodless true
gender NEUTER
}
MOB AIRELEMENTAL
{
tile AIRELEMENTAL
name "air elemental"
movetype STD_FLY
attack AIRELEMENTAL
hp 2d50
hitdie 20
mp 50
mpdie 5
baseskills 2
basespells 4
explevel 25
baseac 20
smarts FOOL
strength STRONG
mobtype ELEMENTAL
ai SPECIEST
blownbywind true
intrinsic RESISTSHOCK
intrinsic SPELL_LIGHTNINGBOLT
intrinsic SPELL_SPARK
intrinsic FAST
intrinsic QUICK
intrinsic NOBREATH
intrinsic NOREGEN
material ETHEREAL
slotset NONE
corpsechance 0
isbloodless true
deathmsg SPARK
gender NEUTER
}
MOB FIREELEMENTAL
{
tile FIREELEMENTAL
name "fire elemental"
attack FIREELEMENTAL
hp 2d50+100
hitdie 30
mp 100
mpdie 20
baseskills 2
basespells 4
explevel 30
baseac 25
smarts FOOL
strength STRONG
ai SPECIEST
intrinsic RESISTFIRE
intrinsic VULNCOLD
intrinsic NOBREATH
intrinsic NOREGEN
intrinsic SPELL_FLASH
intrinsic SPELL_FIREBALL
intrinsic SPELL_STICKYFLAMES
material ETHEREAL
lightradius 3
slotset FIREELEMENTAL
corpsechance 0
isbloodless true
deathmsg FLAME
gender NEUTER
}
MOB WATERELEMENTAL
{
tile WATERELEMENTAL
name "water elemental"
movetype STD_SWIM
attack WATERELEMENTAL
hp 1d50+100
hitdie 25
mp 30
mpdie 2
baseskills 2
basespells 4
explevel 22
baseac 15
smarts FOOL
strength STRONG
ai SPECIEST
intrinsic WATERWALK
intrinsic VULNFIRE
intrinsic VULNCOLD
intrinsic NOBREATH
intrinsic NOREGEN
intrinsic SPELL_DOWNPOUR
material WATER
corpsechance 0
eatgrant STRANGLE
isbloodless true
slotset HUMANOID
deathmsg WATER
gender NEUTER
}
MOB FLESHGOLEM
{
tile FLESHGOLEM
name "flesh golem"
attack FLESHGOLEM
hp 2d10+30
hitdie 15
mpdie 0
explevel 15
baseac 10
smarts FOOL
strength STRONG
ai SPECIEST
intrinsic REGENERATION
intrinsic NOBREATH
slotset HUMANOID
isbloodless true
gender NEUTER
}
MOB STONEGOLEM
{
tile STONEGOLEM
name "stone golem"
attack STONEGOLEM
hp 4d10+60
hitdie 20
mpdie 0
explevel 19
baseac 15
smarts FOOL
strength STRONG
ai SPECIEST
material STONE
intrinsic NOBREATH
intrinsic NOREGEN
slotset HUMANOID
noise 3
deathmsg DUST
isbloodless true
gender NEUTER
}
MOB IRONGOLEM
{
tile IRONGOLEM
name "iron golem"
attack IRONGOLEM
hp 200
hitdie 25
mp 100
mpdie 20
baseskills 2
basespells 4
explevel 27
baseac 20
smarts FOOL
strength STRONG
ai SPECIEST
material IRON
intrinsic NOBREATH
intrinsic NOREGEN
intrinsic RESISTSHOCK
intrinsic SPELL_LIGHTNINGBOLT
slotset HUMANOID
noise 3
deathmsg SPARK
isbloodless true
gender NEUTER
}
MOB GHOST
{
tile GHOST
name "ghost"
movetype STD_PHASE
attack GHOST
hp 2d10+40
hitdie 16
mp 2d10+20
mpdie 10
baseskills 2
basespells 4
explevel 17
baseac 18
smarts WISE
strength WEAK
ai SPECIEST
mobtype UNDEAD
intrinsic NOBREATH
intrinsic RESISTPOISON
intrinsic RESISTPHYSICAL
intrinsic VULNSILVER
intrinsic SEEINVISIBLE
intrinsic WARNING
intrinsic INVISIBLE
intrinsic SPELL_CHILL
intrinsic SPELL_FROSTBOLT
material ETHEREAL
slotset NONE
corpsechance 0
isbloodless true
deathmsg INCORPREAL
}
MOB LIVINGFROST
{
tile LIVINGFROST
name "living frost"
movetype STD_FLY
attack LIVINGFROST
hp 30
hitdie 10
mp 0
mpdie 1
explevel 15
baseac 20
smarts NONE
strength NONE
blownbywind true
intrinsic RESISTSTONING
intrinsic UNCHANGING
intrinsic RESISTCOLD
intrinsic RESISTSHOCK
intrinsic RESISTACID
intrinsic RESISTPOISON
intrinsic RESISTPHYSICAL
intrinsic FAST
intrinsic QUICK
intrinsic VULNFIRE
intrinsic NOBREATH
material ETHEREAL
deathmsg INCORPREAL
isbloodless true
corpsechance 0
rarity 0
}
MOB ELDER
{
tile ELDER
name "village elder"
attack LIGHTNINGRAPIER
movetype WALK
hp 65
hitdie 10
mp 60
mpdie 10
explevel 10
baseac 0
smarts HUMAN
strength HUMAN
mobtype HUMANOID
slotset HUMANOID
edible FLESH
edible WATER
gender FEMALE
intrinsic SPELL_LIGHTNINGBOLT
intrinsic SPELL_SPARK
ai FRIENDLY
rarity 0
}
COMMENT
{
Another big section here:
ITEMS!
}
DEFINE MATERIAL
{
CST name "non-material"
BOOL soluble false
BOOL burnable false
}
MATERIAL NONE
{
name "the complete and total lack of substance"
}
MATERIAL ETHEREAL
{
name "aether"
soluble false
}
MATERIAL CLOTH
{
name "cloth"
soluble true
}
MATERIAL LEATHER
{
name "leather"
soluble true
}
MATERIAL PAPER
{
name "paper"
soluble true
burnable true
}
MATERIAL WOOD
{
name "wood"
soluble true
}
MATERIAL IRON
{
name "iron"
soluble true
}
MATERIAL GLASS
{
name "glass"
soluble false
}
MATERIAL SILVER
{
name "silver"
soluble true
}
MATERIAL STONE
{
name "stone"
soluble false
}
MATERIAL GOLD
{
name "gold"
soluble false
}
MATERIAL MITHRIL
{
name "mithril"
soluble false
}
MATERIAL FLESH
{
name "flesh"
soluble true
}
MATERIAL WATER
{
name "water"
soluble false
}
DEFINE ITEMFLAG1
{
}
ITEMFLAG1 NONE 0
ITEMFLAG1 ARMORSLOTMASK 7
ITEMFLAG1 ISBOOTS 1
ITEMFLAG1 ISHELMET 2
ITEMFLAG1 ISSHIELD 3
ITEMFLAG1 ISJACKET 4
ITEMFLAG1 ISRING 5
ITEMFLAG1 ISAMULET 6
ITEMFLAG1 ISCURSED 8
ITEMFLAG1 ISBLESSED 16
ITEMFLAG1 ISBLOCKING 64
COMMENT
{
Above 128 you can't initialize stuff with this.
}
ITEMFLAG1 ISQUIVERED 128
ITEMFLAG1 ISMAPPED 256
ITEMFLAG1 ISKNOWENCHANT 512
ITEMFLAG1 ISKNOWCHARGES 1024
ITEMFLAG1 ISKNOWPOISON 2048
ITEMFLAG1 ISBELOWGRADE 4096
ITEMFLAG1 ISKNOWCURSE 8192
ITEMFLAG1 ISINVENTORY 16384
ITEMFLAG1 ISARTIFACT 32768
ITEMFLAG1 ISKNOWNOTCURSE 65536
ITEMFLAG1 ISFAVORITE 131072
DEFINE MAGICTYPE
{
CST name "Type"
CST cycname "TYPE"
}
MAGICTYPE NONE
{
name "None"
cycname "NONE"
}
MAGICTYPE POTION
{
name "Potion"
cycname "POTION"
}
MAGICTYPE SCROLL
{
name "Scroll"
cycname "SCROLL"
}
MAGICTYPE RING
{
name "Ring"
cycname "RING"
}
MAGICTYPE HELM
{
name "Helm"
cycname "HELM"
}
MAGICTYPE WAND
{
name "Wand"
cycname "WAND"
}
MAGICTYPE AMULET
{
name "Amulet"
cycname "AMULET"
}
MAGICTYPE SPELLBOOK
{
name "Book"
cycname "SPELLBOOK"
}
MAGICTYPE BOOTS
{
name "Boots"
cycname "BOOTS"
}
MAGICTYPE STAFF
{
name "Staff"
cycname "STAFF"
}
COMMENT
{
POTION....
Potions are the magical half of potions. The mundane half is governed
by the relevant ITEMs. These get mixed up with the item potions
at random every new game.
name is the id'd name of the potion
autoid is whether the potion gets ided after it is drunk by the avatar.
isgrenade governs whether creatures will consider it a throwable
weapon.
}
DEFINE POTION
{
CST name "yummy potion"
BOOL autoid true
ENM cursechance CURSECHANCE NORMAL
BOOL isgrenade false
ENM grenadeelement ELEMENT PHYSICAL
}
POTION HEAL
{
name "heal potion"
autoid false
}
POTION ACID
{
name "acid potion"
isgrenade true
grenadeelement ACID
}
POTION BLIND
{
name "potion of blindness"
autoid false
isgrenade true
grenadeelement LIGHT
}
POTION POISON
{
name "poison potion"
isgrenade true
grenadeelement POISON
}
POTION CURE
{
name "cure potion"
autoid false
}
POTION GREEKFIRE
{
name "bottle of greek fire"
isgrenade true
grenadeelement FIRE
}
POTION ENLIGHTENMENT
{
name "potion of enlightenment"
}
POTION SMOKE
{
name "smoke potion"
isgrenade true
}
POTION MANA
{
name "mana potion"
autoid false
}
COMMENT
{
SCROLL is like potion.
The name is the true name, the autoid if it autoids on reading.
}
DEFINE SCROLL
{
CST name "interesting scroll"
BOOL autoid 1
ENM cursechance CURSECHANCE NORMAL
U8 rarity 100
}
SCROLL ID
{
name "scroll of identify"
}
SCROLL REMOVECURSE
{
name "scroll of remove curse"
}
SCROLL FIRE
{
name "scroll of fire"
}
SCROLL LIGHT
{
name "scroll of light"
}
SCROLL MAP
{
name "scroll of magic mapping"
}
SCROLL HEAL
{
name "scroll of healing"
}
SCROLL TELEPORT
{
name "scroll of teleport"
}
SCROLL ENCHANTWEAPON
{
name "scroll of enchant weapon"
}
SCROLL ENCHANTARMOUR
{
name "scroll of enchant armour"
}
SCROLL MAKEARTIFACT
{
name "scroll of omnipotence"
rarity 1
}
COMMENT
{
RING is like POTION and SCROLL. name is the true name.
No autoid here.
coolness is how cool it is for the AI. Larger is better.
Things that are 0 coolness are not ever wielded.
}
DEFINE RING
{
CST name "magic ring"
ENMLIST intrinsic INTRINSIC NONE
ENM cursechance CURSECHANCE NORMAL
U8 coolness 1
}
RING WEDDING
{
name "wedding ring"
coolness 0
}
RING REGENERATE
{
name "ring of regeneration"
intrinsic REGENERATION
coolness 10
}
RING TELEPORT
{
name "ring of teleportation"
intrinsic TELEPORT
cursechance OFTENCURSE
coolness 0
}
RING TELEPORTCONTROL
{
name "ring of teleport control"
intrinsic TELEPORTCONTROL
coolness 1
}
RING MISSINGFINGER
{
name "ring of the missing finger"
intrinsic MISSINGFINGER
cursechance OFTENCURSE
coolness 0
}
RING SEARCH
{
name "ring of searching"
intrinsic SEARCH
coolness 2
}
RING FIRE
{
name "ring of fire resistance"
intrinsic RESISTFIRE
coolness 7
}
RING ICE
{
name "ring of cold resistance"
intrinsic RESISTCOLD
coolness 5
}
RING ACID
{
name "ring of acid resistance"
intrinsic RESISTACID
coolness 7
}
RING SHOCK
{
name "ring of shock resistance"
intrinsic RESISTSHOCK
coolness 7
}
RING LIGHT
{
name "ring of light"
coolness 2
}
RING INVISIBLE
{
name "ring of invisibility"
intrinsic INVISIBLE
cursechance OFTENCURSE
coolness 10
}
RING SEEINVISIBLE
{
name "ring of see invisible"
intrinsic SEEINVISIBLE
coolness 3
}
RING POLYMORPH
{
name "ring of polymorph"
intrinsic POLYMORPH
coolness 0
}
RING POLYCONTROL
{
name "ring of polymorph control"
intrinsic POLYCONTROL
coolness 1
}
COMMENT
{
Another magic type, the HELMs...
}
DEFINE HELM
{
CST name "magic helm"
ENMLIST intrinsic INTRINSIC NONE
ENM cursechance CURSECHANCE NORMAL
}
HELM DRAIN
{
name "helm of draining"
intrinsic MAGICDRAIN
cursechance OFTENCURSE
}
HELM TELEPATHY
{
name "helm of telepathy"
intrinsic TELEPATHY
}
HELM WARNING
{
name "helm of warning"
intrinsic WARNING
}
COMMENT
{
YAMT, the boots.
}
DEFINE BOOTS
{
CST name "magic boots"
ENMLIST intrinsic INTRINSIC NONE
ENM cursechance CURSECHANCE NORMAL
}
BOOTS WATERWALK
{
name "boots of water walking"
intrinsic WATERWALK
}
BOOTS SNOWBOOTS
{
name "fur-lined boots"
intrinsic RESISTCOLD
}
BOOTS JUMP
{
name "jump boots"
intrinsic JUMP
}
BOOTS SPEED
{
name "speed boots"
intrinsic FAST
}
BOOTS SQUEAKY
{
name "squeaky shoes"
intrinsic NOISY
}
COMMENT
{
YAMT, the amulets...
}
DEFINE AMULET
{
CST name "magic amulet"
ENMLIST intrinsic INTRINSIC NONE
ENM cursechance CURSECHANCE NORMAL
U8 coolness 1
}
AMULET STRANGULATION
{
intrinsic STRANGLE
name "amulet of strangulation"
cursechance ALWAYSCURSE
coolness 0
}
AMULET REFLECTION
{
intrinsic REFLECTION
name "amulet of reflection"
coolness 3
}
AMULET LIFESAVING
{
intrinsic LIFESAVE
name "amulet of life saving"
coolness 10
}
AMULET POISONRESIST
{
intrinsic RESISTPOISON
name "amulet of poison resistance"
coolness 5
}
AMULET UNCHANGING
{
intrinsic UNCHANGING
name "amulet of unchanging"
coolness 1
}
DEFINE WAND
{
CST name "magic wand"
ENM cursechance CURSECHANCE NORMAL
DICE charges 3d5-3
}
WAND TELEPORT
{
name "wand of teleport"
}
WAND LIGHT
{
name "wand of light"
}
WAND INVISIBLE
{
name "wand of invisibility"
}
WAND FIRE
{
name "wand of fire"
}
WAND ICE
{
name "wand of ice"
}
WAND NOTHING
{
name "wand of nothing"
}
WAND DIGGING
{
name "wand of digging"
}
WAND CREATETRAP
{
name "wand of trapping"
}
WAND CREATEMONSTER
{
name "wand of create monster"
}
WAND POLYMORPH
{
name "wand of polymorph"
}
WAND SLOW
{
name "wand of slowness"
}
WAND SPEED
{
name "wand of speed"
}
WAND SLEEP
{
name "wand of sleep"
}
COMMENT
{
YAMT: Spellbooks
name Name of the book
cursechance Chance of being cursed
spells What spells are in this book.
skills What skills are in this book.
}
DEFINE SPELLBOOK
{
CST name "normal cookbook"
ENM cursechance CURSECHANCE NORMAL
DICE charges 2d3
ENMLIST spells SPELL NONE
ENMLIST skills SKILL NONE
}
SPELLBOOK FIRE
{
name "tome of fire"
spells MAGICMISSILE
spells FLASH
spells STICKYFLAMES
spells FIREBALL
spells FLAMESTRIKE
spells SUNFIRE
}
SPELLBOOK COLD
{
name "tome of cold"
spells MAGICMISSILE
spells CHILL
spells FROSTBOLT
spells LIVINGFROST
spells BLIZZARD
spells DIRECTWIND
}
SPELLBOOK SHOCK
{
name "shocking tome"
spells MAGICMISSILE
spells SPARK
spells LIGHTNINGBOLT
spells CHAINLIGHTNING
spells DIRECTWIND
}
SPELLBOOK HEAL
{
name "tome of healing"
spells REGENERATE
spells SLOWPOISON
spells HEAL
spells CUREPOISON
spells MAJORHEAL
spells RESURRECT
spells DIAGNOSE
}
SPELLBOOK FAMILIAR
{
name "familiar tome"
spells HEAL
spells SUMMON_FAMILIAR
spells TRANSFER_KNOWLEDGE
spells TELEPORT
spells FETCH
spells TRACK
spells DIAGNOSE
spells POSSESS
}
SPELLBOOK DIVINATION
{
name "tome of divination"
spells LIGHT
spells MAGICMAP
spells DETECTCURSE
spells IDENTIFY
spells KNOCK
spells TRACK
spells DIAGNOSE
spells WIZARDSEYE
}
SPELLBOOK FORCE
{
name "tome of force"
spells FORCEBOLT
spells FORCEWALL
spells TELEPORT
spells BLINK
spells FETCH
spells PRESERVE
spells DIRECTWIND
}
SPELLBOOK EARTH
{
name "tome of earth"
spells DIG
spells CREATEPIT
spells SANDSTORM
spells GROWFOREST
spells ANIMATEFOREST
spells DOWNPOUR
spells ROLLINGBOULDER
spells ENTOMB
spells PETRIFY
}
SPELLBOOK DEATH
{
name "tome of death"
spells MAGICMISSILE
spells POISONITEM
spells POISONBOLT
spells CLOUDKILL
spells FINGEROFDEATH
}
SPELLBOOK NECRO
{
name "tome of necromancy"
spells RAISE_UNDEAD
spells RECLAIM_SOUL
spells DARK_RITUAL
spells GHASTIFY
spells BINDSOUL
spells SOULSUCK
spells SUMMON_IMP
spells SUMMON_DEMON
spells POSSESS
spells DIAGNOSE
}
SPELLBOOK ACID
{
name "tome of acid"
spells ACIDSPLASH
spells ACIDICMIST
spells ACIDPOOL
spells MINDACID
spells CORROSIVEEXPLOSION
spells DISINTEGRATE
spells DIRECTWIND
}
SPELLBOOK ARMOUR
{
name "manual of armour"
skills ARMOUR_HELMET
skills ARMOUR_SHIELD
skills ARMOUR_BODY
skills ARMOUR_BOOTS
}
SPELLBOOK MATERIAL
{
name "guide to armour"
skills ARMOUR_CLOTH
skills ARMOUR_LEATHER
skills ARMOUR_IRON
skills ARMOUR_EXOTIC
}
SPELLBOOK ROGUE
{
name "manual of guile"
skills DODGE
skills MOVINGTARGET
skills SEARCH
skills EVADETRAP
skills TWOWEAPON
skills AMBIDEXTROUS
skills WEAPON_RANGED
skills WEAPON_IMPROVISE
}
SPELLBOOK BLADES
{
name "book of blades"
skills WEAPON_SMALL
skills WEAPON_MEDIUM
skills WEAPON_EDGED
skills WEAPON_TRUEAIM
skills WEAPON_RANGED
skills WEAPON_PARRY
skills WEAPON_RIPOSTE
}
SPELLBOOK BASHING
{
name "book of bashing"
skills WEAPON_SMALL
skills WEAPON_MEDIUM
skills WEAPON_LARGE
skills WEAPON_BLUNT
skills WEAPON_KNOCKOUT
skills WEAPON_STUN
skills WEAPON_KNOCKBACK
}
SPELLBOOK SHARPPOINTS
{
name "book of sharp points"
skills WEAPON_SMALL
skills WEAPON_MEDIUM
skills WEAPON_LARGE
skills WEAPON_RANGED
skills WEAPON_POINTED
skills WEAPON_BLEEDINGWOUND
skills WEAPON_DISARM
skills WEAPON_IMPALE
skills WEAPON_RICOCHET
}
SPELLBOOK BARB
{
name "book of H'ruth"
skills ENDUREHUNGER
skills BUTCHERY
skills CLEANKILL
skills CHARGE
skills LEAPATTACK
}
DEFINE STAFF
{
CST name "magic staff"
ENMLIST intrinsic INTRINSIC NONE
ENM cursechance CURSECHANCE NORMAL
}
STAFF HEALING
{
name "staff of healing"
intrinsic SPELL_REGENERATE
intrinsic SPELL_HEAL
intrinsic SPELL_MAJORHEAL
intrinsic SPELL_CUREPOISON
intrinsic SPELL_SLOWPOISON
}
STAFF DEATH
{
name "staff of death"
intrinsic SPELL_FINGEROFDEATH
intrinsic SPELL_RAISE_UNDEAD
intrinsic SPELL_RECLAIM_SOUL
intrinsic SPELL_DARK_RITUAL
intrinsic SPELL_GHASTIFY
intrinsic SPELL_SUMMON_IMP
intrinsic SPELL_CLOUDKILL
}
STAFF DESTRUCTION
{
name "staff of destruction"
intrinsic SPELL_FIREBALL
intrinsic SPELL_SUNFIRE
intrinsic SPELL_CHAINLIGHTNING
intrinsic SPELL_CORROSIVEEXPLOSION
intrinsic SPELL_ACIDPOOL
intrinsic SPELL_DISINTEGRATE
}
STAFF BOLT
{
name "staff of bolts"
intrinsic SPELL_MAGICMISSILE
intrinsic SPELL_FROSTBOLT
intrinsic SPELL_LIGHTNINGBOLT
intrinsic SPELL_POISONBOLT
intrinsic SPELL_FORCEBOLT
}
STAFF UTILITY
{
name "utility staff"
intrinsic SPELL_LIGHT
intrinsic SPELL_KNOCK
intrinsic SPELL_PRESERVE
intrinsic SPELL_DETECTCURSE
intrinsic SPELL_DIRECTWIND
intrinsic SPELL_TELEPORT
intrinsic SPELL_PETRIFY
intrinsic SPELL_POSSESS
}
COMMENT
{
An ITEMTYPE is a general classification of items. This is
used to bias rarity between different specific items.
This is also used by polymorphing to keep objects inside the
same class.
ITEMTYPE_NONE and ITEMTYPE_ANY should not be applied to any
items. They are meta-types used by the map definitions.
ITMETYPE_ARTIFACT maps to ITEMTYPE_ANY, but makeArtifact
will be immediately called.
}
DEFINE ITEMTYPE
{
CST name "miscelleneous"
U8 rarity 100
}
ITEMTYPE NONE
{
name "none"
rarity 0
}
ITEMTYPE ANY
{
name "any"
rarity 0
}
ITEMTYPE ARTIFACT
{
name "artifact"
rarity 0
}
ITEMTYPE AMULET
{
name "amulet"
rarity 10
}
ITEMTYPE STAFF
{
name "staff"
rarity 5
}
ITEMTYPE WEAPON
{
name "weapon"
rarity 100
}
ITEMTYPE ARMOUR
{
name "armour"
rarity 100
}
ITEMTYPE RING
{
name "ring"
rarity 20
}
ITEMTYPE SCROLL
{
name "scroll"
rarity 50
}
ITEMTYPE SPELLBOOK
{
name "book"
rarity 10
}
ITEMTYPE POTION
{
name "potion"
rarity 100
}
ITEMTYPE WAND
{
name "wand"
rarity 50
}
ITEMTYPE MISC
{
name "miscellaneous"
rarity 100
}
DEFINE ITEM
{
CST name "unnamed item!"
ENM flag1 ITEMFLAG1 NONE
ENM16 tile TILE VOID
ENM material MATERIAL ETHEREAL
U8 weight 1
S8 ac 0
U8 lightradius 0
ENM attack ATTACK MISUSED
ENM thrownattack ATTACK MISTHROWN
ENM minitile MINI NONE
ENM magictype MAGICTYPE NONE
ENMLIST intrinsic INTRINSIC NONE
ENM cursechance CURSECHANCE NORMAL
U8 rarity 100
ENM launcher ITEM NONE
ENM itemtype ITEMTYPE MISC
BOOL iscarryintrinsic false
BOOL isquest false
DICE stacksize 1
BOOL equipstack false
ENM size SIZE SMALL
ENM attackskill SKILL WEAPON_IMPROVISE
ENM specialskill SKILL NONE
U8 noise 0
}
COMMENT
{
Here's a blank item template.
ITEM
{
name
tile
material
weight
attack
}
}
ITEM NONE
{
name "nothing"
tile NOTILE
rarity 0
}
ITEM KNIFE
{
name "knife"
tile KNIFE
material IRON
weight 2
attack KNIFE
thrownattack KNIFETHROWN
minitile KNIFE
itemtype WEAPON
size TINY
attackskill WEAPON_EDGED
specialskill WEAPON_TRUEAIM
noise 0
}
ITEM DAGGER
{
name "dagger"
tile DAGGER
material IRON
weight 3
attack DAGGER
thrownattack DAGGERTHROWN
minitile DAGGER
itemtype WEAPON
size TINY
attackskill WEAPON_POINTED
specialskill WEAPON_BLEEDINGWOUND
noise 0
}
ITEM SILVERDAGGER
{
name "silver dagger"
tile SILVERDAGGER
material SILVER
weight 3
attack DAGGER
thrownattack DAGGERTHROWN
minitile DAGGER
itemtype WEAPON
size SMALL
attackskill WEAPON_POINTED
specialskill WEAPON_BLEEDINGWOUND
noise 0
}
ITEM WARHAMMER
{
name "warhammer"
tile WARHAMMER
material IRON
weight 3
attack WARHAMMER
minitile WARHAMMER
itemtype WEAPON
size LARGE
attackskill WEAPON_BLUNT
specialskill WEAPON_KNOCKBACK
noise 4
}
ITEM EARTHHAMMER
{
name "earth hammer"
tile EARTHHAMMER
material STONE
weight 3
attack EARTHHAMMER
minitile EARTHHAMMER
itemtype WEAPON
size LARGE
attackskill WEAPON_BLUNT
specialskill WEAPON_KNOCKBACK
noise 4
intrinsic DIG
rarity 0
}
ITEM SPEAR
{
name "spear"
tile SPEAR
material IRON
weight 3
attack SPEAR
thrownattack SPEARTHROWN
minitile SPEAR
itemtype WEAPON
size LARGE
attackskill WEAPON_POINTED
specialskill WEAPON_IMPALE
noise 3
}
ITEM SILVERSPEAR
{
name "silver spear"
tile SILVERSPEAR
material SILVER
weight 3
attack SPEAR
thrownattack SPEARTHROWN
minitile SPEAR
itemtype WEAPON
size LARGE
attackskill WEAPON_POINTED
specialskill WEAPON_IMPALE
noise 3
}
ITEM CLUB
{
name "club"
tile CLUB
material WOOD
weight 4
attack CLUB
minitile CLUB
itemtype WEAPON
size SMALL
attackskill WEAPON_BLUNT
specialskill WEAPON_KNOCKOUT
noise 2
}
ITEM SILVERSWORD
{
name "silver sword"
tile SILVERSWORD
material SILVER
weight 8
attack LONGSWORD
minitile SWORD
itemtype WEAPON
size MEDIUM
attackskill WEAPON_EDGED
specialskill WEAPON_PARRY
noise 2
}
ITEM SHORTSWORD
{
name "short sword"
tile SHORTSWORD
material IRON
weight 7
attack SHORTSWORD
minitile SHORTSWORD
itemtype WEAPON
size SMALL
attackskill WEAPON_EDGED
specialskill WEAPON_RIPOSTE
noise 2
}
ITEM LONGSWORD
{
name "long sword"
tile LONGSWORD
material IRON
weight 7
attack LONGSWORD
minitile SWORD
itemtype WEAPON
size MEDIUM
attackskill WEAPON_EDGED
specialskill WEAPON_PARRY
noise 2
}
ITEM RAPIER
{
name "rapier"
tile RAPIER
material IRON
weight 4
attack RAPIER
minitile RAPIER
itemtype WEAPON
size MEDIUM
attackskill WEAPON_POINTED
specialskill WEAPON_DISARM
noise 1
}
ITEM LIGHTNINGRAPIER
{
name "lightning rapier"
tile LIGHTNINGRAPIER
material IRON
weight 4
attack LIGHTNINGRAPIER
minitile LIGHTNINGRAPIER
itemtype WEAPON
rarity 0
size MEDIUM
attackskill WEAPON_POINTED
specialskill WEAPON_DISARM
noise 2
}
COMMENT
{
Note how I managed to find three different ways of saying
flaming sword? For someone who bitches about consistency, I suck.
}
ITEM FLAMESWORD
{
name "flaming sword"
tile FLAMINGSWORD
material IRON
weight 7
lightradius 2
attack FLAMING_SWORD
minitile FLAMINGSWORD
itemtype WEAPON
rarity 0
size MEDIUM
attackskill WEAPON_EDGED
specialskill WEAPON_PARRY
noise 3
}
ITEM MACE
{
name "mace"
tile MACE
material IRON
weight 6
attack MACE
minitile MACE
itemtype WEAPON
size MEDIUM
attackskill WEAPON_BLUNT
specialskill WEAPON_STUN
noise 3
}
ITEM ICEMACE
{
name "ice mace"
tile ICEMACE
material IRON
weight 6
attack ICEMACE
minitile ICEMACE
itemtype WEAPON
rarity 0
size MEDIUM
attackskill WEAPON_BLUNT
specialskill WEAPON_STUN
noise 3
}
ITEM BOW
{
name "bow"
tile BOW
material WOOD
weight 2
attack MISUSED_BUTWEAPON
minitile BOW
itemtype WEAPON
size MEDIUM
}
ITEM ARROW
{
name "arrow"
tile ARROW
material WOOD
weight 1
attack MISUSED_BUTWEAPON
thrownattack ARROWTHROWN
itemtype WEAPON
launcher BOW
stacksize 2d4
attackskill WEAPON_POINTED
specialskill WEAPON_RICOCHET
noise 0
equipstack true
}
ITEM FIREARROW
{
name "fire arrow"
tile FIREARROW
material WOOD
weight 1
attack MISUSED_BUTWEAPON
thrownattack FIREARROWTHROWN
itemtype WEAPON
launcher BOW
stacksize 2d4
lightradius 1
attackskill WEAPON_POINTED
specialskill WEAPON_RICOCHET
noise 0
rarity 0
equipstack true
}
ITEM HAT
{
name "floppy hat"
flag1 ISHELMET
tile FLOPPYHAT
material CLOTH
weight 1
ac 2
minitile HAT
itemtype ARMOUR
noise 0
}
ITEM LEATHERCAP
{
name "leather cap"
flag1 ISHELMET
tile LEATHERHELM
material LEATHER
weight 3
ac 4
minitile LEATHERHELM
itemtype ARMOUR
noise 0
}
ITEM HELM
{
name "iron helm"
flag1 ISHELMET
tile HELM
material IRON
weight 4
ac 6
minitile HELM
itemtype ARMOUR
noise 1
}
ITEM FEATHERHELM
{
name "feathered helm"
flag1 ISHELMET
tile FEATHEREDHELM
material IRON
weight 3
ac 6
minitile FEATHEREDHELM
magictype HELM
itemtype ARMOUR
noise 1
}
ITEM SILVERCIRCLET
{
name "silver circlet"
flag1 ISHELMET
tile SILVERCIRCLET
material SILVER
weight 1
ac 3
minitile SILVERCIRCLET
magictype HELM
itemtype ARMOUR
noise 0
}
ITEM GOLDCROWN
{
name "gold crown"
flag1 ISHELMET
tile GOLDCROWN
material GOLD
weight 10
ac 3
minitile GOLDCROWN
magictype HELM
itemtype ARMOUR
noise 0
}
ITEM SANDALS
{
name "sandals"
flag1 ISBOOTS
tile SANDAL
material LEATHER
weight 2
ac 3
minitile SANDALS
itemtype ARMOUR
noise 1
}
ITEM HIKINGBOOTS
{
name "hiking boots"
flag1 ISBOOTS
tile BOOT
material LEATHER
weight 3
ac 5
minitile BOOTS
itemtype ARMOUR
magictype BOOTS
noise 2
}
ITEM IRONSHOES
{
name "iron shoes"
flag1 ISBOOTS
tile IRONSHOE
material IRON
weight 10
ac 7
minitile IRONSHOES
itemtype ARMOUR
noise 3
}
ITEM WINGEDBOOTS
{
name "winged boots"
flag1 ISBOOTS
tile WINGEDBOOT
material LEATHER
weight 3
ac 4
minitile WINGEDBOOTS
itemtype ARMOUR
magictype BOOTS
noise 2
}
ITEM RIDINGBOOTS
{
name "riding boots"
flag1 ISBOOTS
tile RIDINGBOOT
material LEATHER
weight 3
ac 6
minitile RIDINGBOOTS
itemtype ARMOUR
magictype BOOTS
noise 2
}
ITEM POINTEDSLIPPERS
{
name "pointed slippers"
flag1 ISBOOTS
tile POINTEDSLIPPER
material CLOTH
weight 3
ac 1
minitile POINTEDSLIPPERS
itemtype ARMOUR
magictype BOOTS
noise 0
}
ITEM CLOGS
{
name "clogs"
flag1 ISBOOTS
tile CLOGS
material WOOD
weight 3
ac 4
minitile CLOGS
itemtype ARMOUR
magictype BOOTS
noise 3
}
ITEM WOODENSHIELD
{
name "wooden shield"
flag1 ISSHIELD
tile WOODENSHIELD
material WOOD
weight 3
ac 1
minitile WOODENSHIELD
itemtype ARMOUR
noise 1
size MEDIUM
}
ITEM BUCKLER
{
name "buckler"
flag1 ISSHIELD
tile BUCKLER
material IRON
weight 5
ac 1
minitile BUCKLER
itemtype ARMOUR
noise 2
size SMALL
}
ITEM ROUNDSHIELD
{
name "round shield"
flag1 ISSHIELD
tile SHIELD
material IRON
weight 8
ac 2
minitile ROUNDSHIELD
itemtype ARMOUR
noise 2
size MEDIUM
}
ITEM KITESHIELD
{
name "kite shield"
flag1 ISSHIELD
tile KITESHIELD
material WOOD
weight 10
ac 3
minitile REDSHIELD
itemtype ARMOUR
noise 3
size MEDIUM
}
ITEM TOWERSHIELD
{
name "tower shield"
flag1 ISSHIELD
tile TOWERSHIELD
material IRON
weight 20
ac 4
minitile TOWERSHIELD
itemtype ARMOUR
noise 4
size LARGE
}
ITEM REFLECTSHIELD
{
name "mirror shield"
flag1 ISSHIELD
tile MIRRORSHIELD
material SILVER
weight 15
ac 3
minitile MIRRORSHIELD
intrinsic REFLECTION
itemtype ARMOUR
rarity 10
noise 3
size MEDIUM
}
ITEM TORCH
{
name "torch"
flag1 ISSHIELD
tile TORCH
material WOOD
weight 2
ac 0
minitile TORCH
attack TORCH
thrownattack TORCHTHROWN
lightradius 3
size SMALL
attackskill WEAPON_BLUNT
noise 2
itemtype WEAPON
}
ITEM BLUEPOTION
{
name "blue potion"
tile BLUEPOTION
minitile POTION
weight 1
material GLASS
magictype POTION
itemtype POTION
thrownattack POTIONTHROWN
equipstack true
}
ITEM REDPOTION
{
name "red potion"
tile REDPOTION
minitile POTION
weight 1
material GLASS
magictype POTION
itemtype POTION
thrownattack POTIONTHROWN
equipstack true
}
ITEM PURPLEPOTION
{
name "purple potion"
tile PURPLEPOTION
minitile POTION
weight 1
material GLASS
magictype POTION
itemtype POTION
thrownattack POTIONTHROWN
equipstack true
}
ITEM YELLOWPOTION
{
name "yellow potion"
tile YELLOWPOTION
minitile POTION
weight 1
material GLASS
magictype POTION
itemtype POTION
thrownattack POTIONTHROWN
equipstack true
}
ITEM GREYPOTION
{
name "grey potion"
tile GREYPOTION
minitile POTION
weight 1
material GLASS
magictype POTION
itemtype POTION
thrownattack POTIONTHROWN
equipstack true
}
ITEM WHITEPOTION
{
name "white potion"
tile WHITEPOTION
minitile POTION
weight 1
material GLASS
magictype POTION
itemtype POTION
thrownattack POTIONTHROWN
equipstack true
}
ITEM BLACKPOTION
{
name "black potion"
tile BLACKPOTION
minitile POTION
weight 1
material GLASS
magictype POTION
itemtype POTION
thrownattack POTIONTHROWN
equipstack true
}
ITEM CYANPOTION
{
name "cyan potion"
tile CYANPOTION
minitile POTION
weight 1
material GLASS
magictype POTION
itemtype POTION
thrownattack POTIONTHROWN
equipstack true
}
ITEM GLOWINGPOTION
{
name "glowing potion"
tile GLOWINGPOTION
minitile POTION
weight 1
lightradius 1
material GLASS
magictype POTION
itemtype POTION
thrownattack POTIONTHROWN
equipstack true
}
COMMENT
{
Unused potions:
BROWNPOTION
GREENPOTION
}
ITEM BLUESPELLBOOK
{
name "blue book"
tile BLUESPELLBOOK
minitile BOOK
weight 1
material PAPER
magictype SPELLBOOK
itemtype SPELLBOOK
}
ITEM REDSPELLBOOK
{
name "red book"
tile REDSPELLBOOK
minitile BOOK
weight 1
material PAPER
magictype SPELLBOOK
itemtype SPELLBOOK
}
ITEM LEATHERSPELLBOOK
{
name "leather book"
tile LEATHERSPELLBOOK
minitile BOOK
weight 1
material LEATHER
magictype SPELLBOOK
itemtype SPELLBOOK
}
ITEM PURPLESPELLBOOK
{
name "purple book"
tile PURPLESPELLBOOK
minitile BOOK
weight 1
material PAPER
magictype SPELLBOOK
itemtype SPELLBOOK
}
ITEM GREYSPELLBOOK
{
name "grey book"
tile GREYSPELLBOOK
minitile BOOK
weight 1
material PAPER
magictype SPELLBOOK
itemtype SPELLBOOK
}
ITEM PLAIDSPELLBOOK
{
name "plaid book"
tile PLAIDSPELLBOOK
minitile BOOK
weight 1
material PAPER
magictype SPELLBOOK
itemtype SPELLBOOK
}
ITEM BLACKSPELLBOOK
{
name "black book"
tile BLACKSPELLBOOK
minitile BOOK
weight 1
material PAPER
magictype SPELLBOOK
itemtype SPELLBOOK
}
ITEM GOLDSPELLBOOK
{
name "gold book"
tile GOLDSPELLBOOK
minitile BOOK
weight 1
material GOLD
magictype SPELLBOOK
itemtype SPELLBOOK
}
ITEM THINBLUESPELLBOOK
{
name "thin blue book"
tile THINBLUESPELLBOOK
minitile BOOK
weight 1
material PAPER
magictype SPELLBOOK
itemtype SPELLBOOK
}
ITEM LOCKEDSPELLBOOK
{
name "locked book"
tile LOCKEDSPELLBOOK
minitile BOOK
weight 1
material PAPER
magictype SPELLBOOK
itemtype SPELLBOOK
}
ITEM BLUERUNEDSPELLBOOK
{
name "runed blue book"
tile BLUERUNEDSPELLBOOK
minitile BOOK
weight 1
material PAPER
magictype SPELLBOOK
itemtype SPELLBOOK
}
ITEM REDRUNEDSPELLBOOK
{
name "runed red book"
tile REDRUNEDSPELLBOOK
minitile BOOK
weight 1
material PAPER
magictype SPELLBOOK
itemtype SPELLBOOK
}
ITEM LEATHERRUNEDSPELLBOOK
{
name "runed leather book"
tile LEATHERRUNEDSPELLBOOK
minitile BOOK
weight 1
material LEATHER
magictype SPELLBOOK
itemtype SPELLBOOK
}
ITEM GREYRUNEDSPELLBOOK
{
name "runed grey book"
tile GREYRUNEDSPELLBOOK
minitile BOOK
weight 1
material PAPER
magictype SPELLBOOK
itemtype SPELLBOOK
}
ITEM WHITESPELLBOOK
{
name "white book"
tile WHITESPELLBOOK
minitile BOOK
weight 1
material PAPER
magictype SPELLBOOK
itemtype SPELLBOOK
}
ITEM GLASSSPELLBOOK
{
name "glass book"
tile GLASSSPELLBOOK
minitile BOOK
weight 1
material GLASS
magictype SPELLBOOK
itemtype SPELLBOOK
}
ITEM BLOODYSPELLBOOK
{
name "bloody book"
tile BLOODYSPELLBOOK
minitile BOOK
weight 1
material FLESH
magictype SPELLBOOK
itemtype SPELLBOOK
}
ITEM THINREDSPELLBOOK
{
name "thin red book"
tile THINREDSPELLBOOK
minitile BOOK
weight 1
material PAPER
magictype SPELLBOOK
itemtype SPELLBOOK
}
COMMENT
{
## Unused spell books...
ITEM THINLEATHERSPELLBOOK
{
name "thin leather book"
tile THINLEATHERSPELLBOOK
minitile BOOK
weight 1
material LEATHER
magictype SPELLBOOK
itemtype SPELLBOOK
}
ITEM THINPURPLESPELLBOOK
{
name "thin purple book"
tile THINPURPLESPELLBOOK
minitile BOOK
weight 1
material PAPER
magictype SPELLBOOK
itemtype SPELLBOOK
}
ITEM THINGREYSPELLBOOK
{
name "thin grey book"
tile THINGREYSPELLBOOK
minitile BOOK
weight 1
material PAPER
magictype SPELLBOOK
itemtype SPELLBOOK
}
ITEM THINPLAIDSPELLBOOK
{
name "thin plaid book"
tile THINPLAIDSPELLBOOK
minitile BOOK
weight 1
material PAPER
magictype SPELLBOOK
itemtype SPELLBOOK
}
## ENd unused books.
}
COMMENT
{
Unused books:
THINBLACKSPELLBOOK
THINGOLDSPELLBOOK
}
ITEM WOODENSTAFF
{
name "wooden staff"
tile WOODENSTAFF
minitile STAFF
attack WOODENSTAFF
weight 5
material WOOD
magictype STAFF
itemtype STAFF
size LARGE
attackskill WEAPON_BLUNT
noise 3
}
ITEM IRONSHODSTAFF
{
name "iron-shod staff"
tile IRONSHODSTAFF
minitile STAFF
attack IRONSHODSTAFF
weight 5
material WOOD
magictype STAFF
itemtype STAFF
size LARGE
attackskill WEAPON_BLUNT
noise 4
}
ITEM CROOK
{
name "crook"
tile HOOKEDSTAFF
minitile STAFF
attack WOODENSTAFF
weight 5
material WOOD
magictype STAFF
itemtype STAFF
size LARGE
attackskill WEAPON_BLUNT
noise 3
}
ITEM GNARLYSTAFF
{
name "gnarly staff"
tile GNARLEDSTAFF
minitile STAFF
attack WOODENSTAFF
weight 5
material WOOD
magictype STAFF
itemtype STAFF
size LARGE
attackskill WEAPON_BLUNT
noise 3
}
ITEM BEJEWELEDSTAFF
{
name "bejeweled staff"
tile BEJEWELEDSTAFF
minitile STAFF
attack WOODENSTAFF
weight 5
material WOOD
magictype STAFF
itemtype STAFF
size LARGE
attackskill WEAPON_BLUNT
noise 3
}
ITEM WATER
{
name "bottle of water"
tile CLEARPOTION
minitile POTION
weight 1
material GLASS
itemtype POTION
thrownattack POTIONTHROWN
equipstack true
}
ITEM BOTTLE
{
name "empty bottle"
tile BOTTLE
minitile POTION
weight 1
material GLASS
itemtype MISC
thrownattack POTIONTHROWN
cursechance ALWAYSMUNDANE
equipstack true
}
ITEM ROBE
{
name "plain robe"
tile BLUEROBE
weight 4
flag1 ISJACKET
ac 1
minitile BLUEROBE
material CLOTH
itemtype ARMOUR
size MEDIUM
noise 0
}
ITEM LEATHERTUNIC
{
name "leather tunic"
tile LEATHERTUNIC
weight 8
flag1 ISJACKET
ac 2
minitile LEATHERTUNIC
material LEATHER
itemtype ARMOUR
size MEDIUM
noise 1
}
ITEM STUDDEDLEATHER
{
name "studded leather tunic"
tile STUDDEDTUNIC
weight 10
flag1 ISJACKET
ac 3
minitile STUDDEDTUNIC
material LEATHER
itemtype ARMOUR
size MEDIUM
noise 1
}
ITEM CHAINMAIL
{
name "chainmail"
tile CHAINTUNIC
weight 10
flag1 ISJACKET
ac 4
minitile CHAINTUNIC
material IRON
itemtype ARMOUR
size MEDIUM
noise 2
}
ITEM MITHRILMAIL
{
name "mithril chainmail"
tile CHAINTUNIC
weight 5
flag1 ISJACKET
ac 5
minitile CHAINTUNIC
material MITHRIL
itemtype ARMOUR
size MEDIUM
noise 2
}
ITEM BANDEDMAIL
{
name "banded mail"
tile CHAINTUNIC
weight 15
flag1 ISJACKET
ac 6
minitile CHAINTUNIC
material IRON
itemtype ARMOUR
size MEDIUM
noise 3
}
ITEM SPLINTMAIL
{
name "splint mail"
tile CHAINTUNIC
weight 15
flag1 ISJACKET
ac 6
minitile CHAINTUNIC
material IRON
itemtype ARMOUR
size MEDIUM
noise 3
}
ITEM PLATEMAIL
{
name "plate mail"
tile PLATETUNIC
weight 20
flag1 ISJACKET
ac 7
minitile PLATEMAIL
material IRON
itemtype ARMOUR
size MEDIUM
noise 4
}
ITEM CRYSTALPLATE
{
name "crystal platemail"
tile GLASSTUNIC
weight 15
flag1 ISJACKET
ac 7
minitile CRYSTALPLATE
material GLASS
itemtype ARMOUR
size MEDIUM
noise 4
}
ITEM BOULDER
{
name "boulder"
tile BOULDER
weight 200
material STONE
itemtype MISC
flag1 ISBLOCKING
rarity 0
size HUGE
}
ITEM MOUNDFLESH
{
name "mound of flesh"
tile MOUNDFLESH
weight 200
material FLESH
itemtype MISC
rarity 0
size HUGE
}
ITEM ROCK
{
name "rock"
attack MISUSED_BUTWEAPON
thrownattack ROCKTHROWN
tile ROCK
weight 10
material STONE
itemtype MISC
rarity 10
stacksize 2d2-1
attackskill WEAPON_BLUNT
noise 1
size TINY
equipstack true
}
ITEM MEATBALL
{
name "meatball"
tile MEATBALL
weight 10
material FLESH
itemtype MISC
rarity 0
size TINY
equipstack true
}
ITEM WOODENRING
{
name "wooden ring"
material WOOD
magictype RING
tile WOODENRING
weight 1
flag1 ISRING
itemtype RING
thrownattack RINGTHROWN
size TINY
}
ITEM SILVERRING
{
name "silver ring"
material SILVER
magictype RING
tile SILVERRING
weight 1
flag1 ISRING
itemtype RING
thrownattack RINGTHROWN
size TINY
}
ITEM IRONRING
{
name "iron ring"
material IRON
magictype RING
tile IRONRING
weight 1
flag1 ISRING
itemtype RING
thrownattack RINGTHROWN
size TINY
}
ITEM GLASSRING
{
name "glass ring"
material GLASS
magictype RING
tile GLASSRING
weight 1
flag1 ISRING
itemtype RING
thrownattack RINGTHROWN
size TINY
}
ITEM RUBYRING
{
name "ruby ring"
material GOLD
magictype RING
tile RUBYRING
weight 1
flag1 ISRING
itemtype RING
thrownattack RINGTHROWN
size TINY
}
ITEM EMERALDRING
{
name "emerald ring"
material GOLD
magictype RING
tile EMERALDRING
weight 1
flag1 ISRING
itemtype RING
thrownattack RINGTHROWN
size TINY
}
ITEM SAPPHIRERING
{
name "sapphire ring"
material GOLD
magictype RING
tile SAPPHIRERING
weight 1
flag1 ISRING
itemtype RING
thrownattack RINGTHROWN
size TINY
}
ITEM GOLDRING
{
name "gold ring"
material GOLD
magictype RING
tile GOLDRING
weight 1
flag1 ISRING
itemtype RING
thrownattack RINGTHROWN
size TINY
}
ITEM AMETHYSTRING
{
name "amethyst ring"
material GOLD
magictype RING
tile AMETHYSTRING
weight 1
flag1 ISRING
itemtype RING
thrownattack RINGTHROWN
size TINY
}
ITEM DIAMONDRING
{
name "diamond ring"
material GOLD
magictype RING
tile DIAMONDRING
weight 1
flag1 ISRING
itemtype RING
thrownattack RINGTHROWN
size TINY
}
ITEM MOBIUSRING
{
name "mobius ring"
material IRON
magictype RING
tile MOBIUSRING
weight 1
flag1 ISRING
itemtype RING
thrownattack RINGTHROWN
size TINY
}
ITEM STONERING
{
name "stone ring"
material STONE
magictype RING
tile STONERING
weight 1
flag1 ISRING
itemtype RING
thrownattack RINGTHROWN
size TINY
}
ITEM AQUAMARINERING
{
name "aquamarine ring"
material GOLD
magictype RING
tile AQUAMARINERING
weight 1
flag1 ISRING
itemtype RING
thrownattack RINGTHROWN
size TINY
}
ITEM JADERING
{
name "jade ring"
material STONE
magictype RING
tile JADERING
weight 1
flag1 ISRING
itemtype RING
thrownattack RINGTHROWN
size TINY
}
ITEM ONYXRING
{
name "onyx ring"
material GOLD
magictype RING
tile ONYXRING
weight 1
flag1 ISRING
itemtype RING
thrownattack RINGTHROWN
size TINY
}
ITEM PEARLNECKLACE
{
name "pearl necklace"
material STONE
magictype AMULET
tile PEARLNECKLACE
minitile PEARLNECKLACE
weight 2
ac 2
flag1 ISAMULET
itemtype AMULET
noise 2
}
ITEM GOLDNECKLACE
{
name "gold necklace"
material GOLD
magictype AMULET
tile GOLDNECKLACE
minitile GOLDNECKLACE
weight 2
ac 4
flag1 ISAMULET
itemtype AMULET
noise 3
}
ITEM RUBYNECKLACE
{
name "ruby necklace"
material GOLD
magictype AMULET
tile RUBYNECKLACE
minitile RUBYNECKLACE
weight 2
ac 4
flag1 ISAMULET
itemtype AMULET
noise 1
}
ITEM IRONTORC
{
name "iron torc"
material IRON
magictype AMULET
tile IRONTORC
minitile IRONTORC
ac 7
weight 2
flag1 ISAMULET
itemtype AMULET
noise 1
}
ITEM STUDDEDGORGET
{
name "studded leather gorget"
material LEATHER
magictype AMULET
tile STUDDEDGORGET
minitile STUDDEDGORGET
ac 5
weight 2
flag1 ISAMULET
itemtype AMULET
noise 0
}
ITEM WOODENWAND
{
name "wooden wand"
material WOOD
magictype WAND
tile WOODENWAND
minitile WAND
weight 1
itemtype WAND
}
ITEM GLASSWAND
{
name "glass wand"
material GLASS
magictype WAND
tile GLASSWAND
minitile WAND
weight 1
itemtype WAND
}
ITEM SILVERWAND
{
name "silver wand"
material SILVER
magictype WAND
tile SILVERWAND
minitile WAND
weight 1
itemtype WAND
}
ITEM IRONWAND
{
name "iron wand"
material IRON
magictype WAND
tile IRONWAND
minitile WAND
weight 1
itemtype WAND
}
ITEM CURVEDWAND
{
name "curved wand"
material WOOD
magictype WAND
tile CURVEDWAND
minitile WAND
weight 1
itemtype WAND
}
ITEM FORKEDWAND
{
name "forked wand"
material WOOD
magictype WAND
tile FORKEDWAND
minitile WAND
weight 1
itemtype WAND
}
ITEM JEWELEDWAND
{
name "jeweled wand"
material WOOD
magictype WAND
tile JEWELEDWAND
minitile WAND
weight 1
itemtype WAND
}
ITEM TWISTEDWAND
{
name "twisted wand"
material WOOD
magictype WAND
tile TWISTEDWAND
minitile WAND
weight 1
itemtype WAND
}
ITEM PURPLEWAND
{
name "purple wand"
material WOOD
magictype WAND
tile PURPLEWAND
minitile WAND
weight 1
itemtype WAND
}
ITEM JADEWAND
{
name "jade wand"
material STONE
magictype WAND
tile JADEWAND
minitile WAND
weight 1
itemtype WAND
}
ITEM GEMENCRUSTEDWAND
{
name "gem encrusted wand"
material WOOD
magictype WAND
tile GEMENCRUSTEDWAND
minitile WAND
weight 1
itemtype WAND
}
ITEM STONEWAND
{
name "stone wand"
material STONE
magictype WAND
tile STONEWAND
minitile WAND
weight 1
itemtype WAND
}
ITEM GOLDWAND
{
name "gold wand"
material GOLD
magictype WAND
tile GOLDWAND
minitile WAND
weight 1
itemtype WAND
}
COMMENT
{
Wands still unused:
REDWAND
BLUEWAND
}
ITEM SCROLL_FOOBAR
{
name "scroll of FOOBAR"
material PAPER
weight 1
tile SCROLL
minitile SCROLL
magictype SCROLL
itemtype SCROLL
}
ITEM SCROLL_README
{
name "scroll of READ ME"
material PAPER
weight 1
tile SCROLL
minitile SCROLL
magictype SCROLL
itemtype SCROLL
}
ITEM SCROLL_KARMA
{
name "scroll of KARMA"
material PAPER
weight 1
tile SCROLL
minitile SCROLL
magictype SCROLL
itemtype SCROLL
}
ITEM SCROLL_REDWOP
{
name "scroll of REDWOP"
material PAPER
weight 1
tile SCROLL
minitile SCROLL
magictype SCROLL
itemtype SCROLL
}
ITEM SCROLL_FOLLORCS
{
name "scroll of FOL LORCS"
material PAPER
weight 1
tile SCROLL
minitile SCROLL
magictype SCROLL
itemtype SCROLL
}
ITEM SCROLL_BEWARE
{
name "scroll of ERAWEB"
material PAPER
weight 1
tile SCROLL
minitile SCROLL
magictype SCROLL
itemtype SCROLL
}
ITEM SCROLL_ANCIENTRUNES
{
name "scroll of ANCIENT RUNES"
material PAPER
weight 1
tile SCROLL
minitile SCROLL
magictype SCROLL
itemtype SCROLL
}
ITEM SCROLL_QUIZAR
{
name "scroll of QUIZAR"
material PAPER
weight 1
tile SCROLL
minitile SCROLL
magictype SCROLL
itemtype SCROLL
}
ITEM SCROLL_XYZZY
{
name "scroll of XYZZY"
material PAPER
weight 1
tile SCROLL
minitile SCROLL
magictype SCROLL
itemtype SCROLL
}
ITEM SCROLL_ATARI
{
name "scroll of ATARI"
material PAPER
weight 1
tile SCROLL
minitile SCROLL
magictype SCROLL
itemtype SCROLL
}
COMMENT
{
### Unused scrolls.
### End unused scrolls.
}
ITEM BLACKHEART
{
name "Baezl'bub's black heart"
tile BLACKHEART
weight 20
material FLESH
itemtype MISC
rarity 0
intrinsic TELEFIXED
iscarryintrinsic 1
cursechance ALWAYSCURSE
isquest 1
}
ITEM YRUNE
{
name "glowing y-rune"
tile YRUNE
weight 5
material STONE
itemtype MISC
rarity 0
isquest 1
lightradius 1
}
COMMENT
{
CORPSE and BONES items are normally chained to a MOB so we know
who should be resurrected if the appropriate spell is cast.
}
ITEM CORPSE
{
name "corpse"
tile CORPSE
material FLESH
weight 50
rarity 0
}
ITEM BONES
{
name "bones"
tile BONES
material FLESH
weight 20
rarity 0
}
ITEM STATUE
{
name "statue"
tile STATUE
material STONE
weight 200
rarity 0
size LARGE
}
ITEM MINDACIDHAND
{
name "mind acid"
tile MINDACIDHAND
minitile MINDACIDHAND
material ETHEREAL
weight 0
rarity 0
cursechance ALWAYSCURSE
attack MINDACID
noise 0
attackskill WEAPON_IMPROVISE
size SMALL
}
COMMENT
{
Item slot sets are descriptions of what itemslots are possible for
each creature. They also list the proper name for the bodypart.
0 means the slot isn't present.
A name means it is present and should use that name.
}
DEFINE ITEMSLOTSET
{
CST head_name 0
CST neck_name 0
CST rhand_name 0
CST lhand_name 0
CST body_name 0
CST rring_name 0
CST lring_name 0
CST feet_name 0
}
ITEMSLOTSET NONE
{
}
ITEMSLOTSET HUMANOID
{
head_name "head"
neck_name "neck"
rhand_name "right hand"
lhand_name "left hand"
body_name "body"
rring_name "right finger"
lring_name "left finger"
feet_name "feet"
}
ITEMSLOTSET TREE
{
head_name "crown"
rhand_name "right branch"
lhand_name "left branch"
body_name "trunk"
rring_name "right twig"
lring_name "left twig"
feet_name "roots"
}
ITEMSLOTSET BRAIN
{
head_name "media corpus"
neck_name "brain stem"
rhand_name "right tentacle"
lhand_name "left tentacle"
}
ITEMSLOTSET FIREELEMENTAL
{
head_name "smoke"
rhand_name "right flame"
lhand_name "left flame"
body_name "reaction zone"
}
ITEMSLOTSET HEADLESS
{
rhand_name "right hand"
lhand_name "left hand"
body_name "body"
rring_name "right finger"
lring_name "left finger"
feet_name "feet"
}
ITEMSLOTSET HEADONLY
{
head_name "head"
}
ITEMSLOTSET ANIMAL
{
head_name "head"
neck_name "neck"
rhand_name "right paw"
lhand_name "left paw"
rring_name "right claw"
lring_name "left claw"
}
ITEMSLOTSET SNAKE
{
head_name "head"
neck_name "body"
rring_name "tail tip"
}
ITEMSLOTSET LUX
{
head_name "lamp-shade"
rring_name "cord"
}
ITEMSLOTSET SLUG
{
head_name "head"
neck_name "neck"
rhand_name "radula"
rring_name "right antenna"
lring_name "left antenna"
}
ITEMSLOTSET INSECT
{
head_name "head"
neck_name "neck"
rhand_name "right mandible"
lhand_name "left mandible"
rring_name "right claw"
lring_name "left claw"
}
ITEMSLOTSET HUMANOID_ARMOURLESS
{
head_name "head"
neck_name "neck"
rhand_name "right hand"
lhand_name "left hand"
rring_name "right finger"
lring_name "left finger"
feet_name "feet"
}
ITEMSLOTSET HUMANOID_HUGE
{
head_name "head"
rhand_name "right hand"
lhand_name "left hand"
rring_name "right finger"
lring_name "left finger"
}
ITEMSLOTSET BIRD
{
head_name "head"
neck_name "neck"
rhand_name "right wing"
lhand_name "left wing"
rring_name "right toe-claw"
lring_name "left toe-claw"
}
ITEMSLOTSET WINGLESS_BIRD
{
head_name "head"
neck_name "neck"
rring_name "right toe-claw"
lring_name "left toe-claw"
}
COMMENT
{
These are the 8 inventory slots for worn items.
desc1 & desc2 - two line, 4 char each line, description of slot.
tile - tile to use when slot is empty.
preposition - "on head" versus "in hand"
bodypart - where this slot corresponds to.
areaweight - Amount this slot contributes to AC, 0..100
Actual values are hardcoded in rollAC, and depend
on other factors, but this is used for adhoc measures.
posx, posy - Pixel coordinates of "home" of this tile.
}
DEFINE ITEMSLOT
{
CST desc1 ""
CST desc2 ""
CST preposition "on"
CST bodypart ""
ENM16 tile TILE EMPTYSLOT
U8 areaweight 0
U8 posx 0
U8 posy 0
bool flipx false
bool flipy false
}
ITEMSLOT HEAD
{
desc1 "Head"
preposition "on"
bodypart "head"
areaweight 20
posx 7
posy 2
}
ITEMSLOT AMULET
{
desc1 "Neck"
preposition "around"
bodypart "neck"
areaweight 5
posx 7
posy 5
}
ITEMSLOT RHAND
{
desc1 "Main"
desc2 "Hand"
preposition "in"
bodypart "right hand"
areaweight 0
posx 13
posy 7
}
ITEMSLOT LHAND
{
desc1 "Off"
desc2 "Hand"
preposition "in"
bodypart "left hand"
areaweight 50
posx 13
posy 7
flipx true
}
ITEMSLOT BODY
{
desc1 "Body"
preposition "over"
bodypart "body"
areaweight 55
posx 7
posy 8
}
ITEMSLOT RRING
{
desc1 "Rght"
desc2 "Ring"
preposition "on"
bodypart "right finger"
posx 13
posy 7
}
ITEMSLOT LRING
{
desc1 "Left"
desc2 "Ring"
preposition "on"
bodypart "left finger"
posx 2
posy 6
}
ITEMSLOT FEET
{
desc1 "Feet"
preposition "on"
bodypart "feet"
areaweight 20
posx 7
posy 13
}
COMMENT
{
MAINMENU are entries of the main menu
}
DEFINE MAINMENU
{
CST name "No Choice"
}
MAINMENU NONE
MAINMENU NEWGAME
{
name "New Game"
}
MAINMENU TUTORIAL
{
name "Tutorial"
}
MAINMENU VIEWSCORES
{
name "View Scores"
}
MAINMENU LOAD
{
name "Load"
}
MAINMENU OPTIONS
{
name "Options"
}
MAINMENU QUIT
{
name "Quit"
}
MAINMENU SAVESCUM
{
name "Save Scum"
}
MAINMENU STRESSTEST
{
name "Stress Test"
}
MAINMENU UNLOCK
{
name "Unlock"
}
COMMENT
{
Options are entries of the options menu^
}
DEFINE OPTION
{
}
OPTION NONE
OPTION HELP
OPTION LOAD
OPTION SAVE
OPTION QUIT
OPTION BUTTONS
OPTION TILES
OPTION OPACITY
OPTION FONTS
OPTION AUTOPROMPT
OPTION SAFEWALK
OPTION ACTIONBAR
OPTION COLOUREDFONTS
OPTION CHARDUMP
OPTION KNOWNITEMS
OPTION DEBUGINFO
OPTION COLLAPSE
OPTION DEFAULTS
OPTION FULLSCREEN
OPTION UNLOCKING
COMMENT
{
Actions are the various choices that can be made from the built
in menus. We can thus use a list of a possible actions to look up
into this table and generate the action list.
}
DEFINE ACTION
{
CST name "UNKNOWN"
CST hint "?"
ENM tile SPRITE UNUSED
}
ACTION NONE
{
name "none"
hint "~"
tile UNUSED
}
ACTION EQUIP
{
name "Equip"
hint "e"
tile EQUIP
}
ACTION DEQUIP
{
name "Unequip"
hint "u"
tile DEQUIP
}
ACTION DROP
{
name "Drop"
hint "d"
tile DROP
}
ACTION EAT
{
name "Eat"
hint "e"
tile EAT
}
ACTION BREATHE
{
name "Breathe"
hint "b"
tile BREATHE
}
ACTION WALK
{
name "Walk"
hint "W"
tile WALK
}
ACTION MOVE
{
name "Move"
hint "W"
tile WALK
}
ACTION RELEASE
{
name "Release"
hint "q"
tile RELEASE
}
ACTION QUAFF
{
name "Quaff"
hint "q"
tile QUAFF
}
ACTION READ
{
name "Read"
hint "r"
tile READ
}
ACTION FORGET
{
name "Forget"
hint "F"
tile FORGET
}
ACTION FIRE
{
name "Fire"
hint "f"
tile FIRE
}
ACTION QUIVER
{
name "Quiver"
hint "q"
tile QUIVER
}
ACTION FAVORITE
{
name "Favorite"
hint "f"
tile WISH
}
ACTION DIP
{
name "Dip"
hint "!"
tile DIP
}
ACTION OPEN
{
name "Open"
hint "o"
tile OPEN
}
ACTION CLOSE
{
name "Close"
hint "c"
tile CLOSE
}
ACTION HISTORY
{
name "History"
hint "H"
tile HISTORY
}
ACTION LOCK
{
name "Lock"
hint "L"
}
ACTION CLIMB
{
name "Climb"
hint "<"
tile CLIMB
}
ACTION PICKUP
{
name "Pick Up"
hint ","
tile PICKUP
}
ACTION SWAP
{
name "Swap"
hint "S"
tile SWAP
}
ACTION SEARCH
{
name "Search"
hint "s"
tile SEARCH
}
ACTION WAIT
{
name "Wait"
hint "w"
tile WAIT
}
ACTION LOOK
{
name "Look"
hint "l"
tile LOOK
}
ACTION ZAP
{
name "Zap"
hint "z"
tile ZAP
}
ACTION OPTIONS
{
name "Options"
hint "O"
tile OPTIONS
}
ACTION HELP
{
name "Help"
hint "?"
tile HELP
}
ACTION USE
{
name "Use"
hint "u"
}
ACTION JUMP
{
name "Jump"
hint "j"
tile JUMP
}
ACTION THROW
{
name "Throw"
hint "t"
tile FIRE
}
ACTION NAME
{
name "Name"
hint "n"
tile NAME
}
ACTION COMMAND
{
name "Command"
hint "C"
tile COMMAND
}
ACTION MINIMAP
{
name "MiniMap"
hint "M"
tile MINIMAP
}
ACTION SORT
{
name "Sort"
hint "S"
tile SORT
}
ACTION SPLITSTACK
{
name "Split"
hint "S"
tile SPLITSTACK
}
ACTION PRAY
{
name "Pray"
hint "P"
tile PRAY
}
ACTION EXAMINE
{
name "Examine"
hint "x"
tile LOOK
}
ACTION SLEEP
{
name "Sleep"
hint "R"
tile SLEEP
}
ACTION INVENTORY
{
name "Inventory"
hint "i"
tile INVENTORY
}
ACTION VERBLIST
{
name "Command Menu"
hint "V"
tile VERBLIST
}
ACTION WISH
{
name "Wish"
hint "W"
tile WISH
}
ACTION SAFEWALK
{
name "SafeWalk"
hint "W"
tile WALK
}
ACTION RUN
{
name "Run"
hint "r"
tile WALK
}
COMMENT
{
There is one facet of godhood representing each class.
One pledges allegiance to one of these when one chooses a class.
Each god has a mob associated with it that allows messages,
etc, to properly credit the god.
}
DEFINE GOD
{
CST name "One True God"
CST classname "Worshiper"
U8 mental 0
U8 physical 0
ENM mob MOB NONE
CST whimofxom "><0|V| is bored. "
}
GOD AGNOSTIC
{
name "no one god"
classname "adventurer"
whimofxom "><0|V| rolls to disbelieve... And fails! "
mental 1
physical 1
}
GOD FIGHTER
{
name "Klaskov"
classname "fighter"
whimofxom "><0|V| yearns for metal crashing on metal. "
mental 0
physical 3
mob GOD_KLASKOV
}
MOB GOD_KLASKOV
{
name "Klaskov"
rarity 0
mobtype GOD
}
GOD WIZARD
{
name "Belweir"
classname "wizard"
whimofxom "><0|V| would like to see some parlour tricks. "
mental 3
physical 0
mob GOD_BELWEIR
}
MOB GOD_BELWEIR
{
name "Belweir"
rarity 0
mobtype GOD
}
GOD ROGUE
{
name "Quizar"
classname "rogue"
whimofxom "><0|V| hides his desires from you. "
mental 1
physical 2
mob GOD_QUIZAR
}
MOB GOD_QUIZAR
{
name "Quizar"
rarity 0
mobtype GOD
}
GOD NECRO
{
name "Tlosh"
classname "necromancer"
whimofxom "><0|V| wishes for death and decay. "
mental 2
physical 1
mob GOD_TLOSH
}
MOB GOD_TLOSH
{
name "Tlosh"
rarity 0
mobtype GOD
}
GOD BARB
{
name "H'ruth"
classname "barbarian"
whimofxom "><0|V| thirsts for BLOOD! "
mental 0
physical 4
mob GOD_HRUTH
}
MOB GOD_HRUTH
{
name "H'ruth"
rarity 0
mobtype GOD
}
GOD CLERIC
{
name "Pax"
classname "cleric"
whimofxom "><0|V| wants you to stop breaking things. "
mental 2
physical 2
mob GOD_PAX
}
MOB GOD_PAX
{
name "Pax"
rarity 0
mobtype GOD
}
GOD CULTIST
{
name "><0|V|"
classname "cultist"
whimofxom "><0|V| desires what ><0|V| desires. "
mob GOD_XOM
}
MOB GOD_XOM
{
name "><0|V|"
rarity 0
mobtype GOD
}
COMMENT
{
Punishments are the justice meeted by disgruntled gods.
}
DEFINE PUNISH
{
U16 points 0
ENMLIST god GOD AGNOSTIC
}
PUNISH FLAMESTRIKE
{
points 100
god CLERIC
god WIZARD
god ROGUE
god NECRO
god CULTIST
}
PUNISH SUMMON
{
points 50
god FIGHTER
god ROGUE
god NECRO
god BARB
god CULTIST
}
PUNISH CURSE_WORN
{
points 50
god CLERIC
god WIZARD
god ROGUE
god NECRO
god CULTIST
}
PUNISH CURSE_ANY
{
points 20
god FIGHTER
god CLERIC
god WIZARD
god ROGUE
god NECRO
god BARB
god CULTIST
}
PUNISH DISENCHANT_WEAPON
{
points 100
god FIGHTER
god ROGUE
god BARB
god CULTIST
}
PUNISH DISENCHANT_ARMOUR
{
points 100
god FIGHTER
god ROGUE
god BARB
god CULTIST
}
PUNISH POISON
{
points 50
god FIGHTER
god CLERIC
god WIZARD
god ROGUE
god NECRO
god BARB
god CULTIST
}
PUNISH PARALYSE
{
points 30
god FIGHTER
god ROGUE
god BARB
god CULTIST
}
PUNISH SLEEP
{
points 50
god CLERIC
god WIZARD
god NECRO
god CULTIST
}
PUNISH MANADRAIN
{
points 30
god WIZARD
god CLERIC
god NECRO
god CULTIST
}
PUNISH POLY
{
points 100
god CLERIC
god FIGHTER
god WIZARD
god CULTIST
}
PUNISH POLYWEAPON
{
points 200
god CULTIST
}
DEFINE BOON
{
U16 points 0
ENMLIST god GOD AGNOSTIC
ENM gifttype ITEMTYPE ANY
U8 isrescue 0
}
COMMENT
{
Generic god list:
god CLERIC
god CULTIST
god BARB
god NECRO
god ROGUE
god WIZARD
god FIGHTER
}
BOON LICHFORM
{
points 150
god NECRO
god CULTIST
}
BOON SURROUNDATTACK
{
points 200
god BARB
god CULTIST
}
BOON UNCURSE
{
points 20
god CLERIC
god CULTIST
god BARB
god ROGUE
god WIZARD
god FIGHTER
}
BOON HEAL
{
points 20
isrescue 1
god CLERIC
god CULTIST
god BARB
god ROGUE
god FIGHTER
}
BOON CURE
{
points 20
isrescue 1
god CLERIC
god CULTIST
god BARB
god ROGUE
god WIZARD
god FIGHTER
}
BOON UNSTONE
{
points 20
isrescue 1
god CLERIC
god CULTIST
god BARB
god ROGUE
god WIZARD
god FIGHTER
}
BOON SANCTIFY
{
points 20
god CLERIC
god CULTIST
}
BOON ENCHANT_WEAPON
{
points 200
god CULTIST
god BARB
god NECRO
god ROGUE
god FIGHTER
}
BOON ENCHANT_ARMOUR
{
points 200
god CULTIST
god NECRO
god ROGUE
god FIGHTER
}
BOON GRANT_SPELL
{
points 200
god WIZARD
god CULTIST
}
BOON GIFT_WEAPON
{
points 200
god CULTIST
god FIGHTER
god BARB
gifttype WEAPON
}
BOON GIFT_ARMOUR
{
points 200
god CULTIST
god FIGHTER
gifttype ARMOUR
}
BOON GIFT_WAND
{
points 200
god ROGUE
god WIZARD
gifttype WAND
}
BOON GIFT_SPELLBOOK
{
points 200
god WIZARD
gifttype SPELLBOOK
}
BOON GIFT_STAFF
{
points 200
god WIZARD
gifttype STAFF
}
BOON IDENTIFY
{
points 200
god ROGUE
god WIZARD
}
DEFINE HELP
{
CST menu "Of Little Help"
}
HELP NONE
{
menu "No Help"
}
HELP POWDER
{
menu "POWDER"
}
HELP KEYBOARD
{
menu "Keyboard"
}
HELP GAMEBOY
{
menu "Buttons"
}
HELP STYLUS
{
menu "Stylus"
}
HELP TOUCH
{
menu "Touch"
}
HELP STATUSLINE
{
menu "Status Line"
}
HELP SPELL
{
menu "Spells"
}
HELP SKILL
{
menu "Skills"
}
HELP GOD
{
menu "Gods"
}
HELP DEATH
{
menu "Death"
}
HELP POWDER_LOCKED
{
menu "POWDER"
}
DEFINE MAGICDOOR
{
}
MAGICDOOR NOTENOUGHDOORS
MAGICDOOR NOITEMS
MAGICDOOR INSUFFICIENTITEMS
MAGICDOOR SUCCESS
DEFINE SENSE
{
}
SENSE NONE
SENSE SIGHT
SENSE HEAR
SENSE ESP
SENSE WARN
DEFINE SIGNPOST
{
}
SIGNPOST NONE
SIGNPOST LOOK
SIGNPOST WELCOME
SIGNPOST MINIMAP
SIGNPOST BOULDER
SIGNPOST MELEE
SIGNPOST INVENTORY
SIGNPOST PICKUP
SIGNPOST DOOR
SIGNPOST USE
SIGNPOST WATER
SIGNPOST SPELLS
SIGNPOST SEARCH
SIGNPOST DIP
SIGNPOST QUIVER
SIGNPOST DARK
SIGNPOST DRAGONS
SIGNPOST WONTUTORIAL
SIGNPOST KIWI
SIGNPOST WON
COMMENT
{
These matching aliases of the signpost are for the sake of the
encyclopedia. You must keep them up to date and in order!
}
DEFINE SIGNPOST_GBA
{
}
SIGNPOST_GBA NONE
SIGNPOST_GBA LOOK
SIGNPOST_GBA WELCOME
SIGNPOST_GBA MINIMAP
SIGNPOST_GBA BOULDER
SIGNPOST_GBA MELEE
SIGNPOST_GBA INVENTORY
SIGNPOST_GBA PICKUP
SIGNPOST_GBA DOOR
SIGNPOST_GBA USE
SIGNPOST_GBA WATER
SIGNPOST_GBA SPELLS
SIGNPOST_GBA SEARCH
SIGNPOST_GBA DIP
SIGNPOST_GBA QUIVER
SIGNPOST_GBA DARK
SIGNPOST_GBA DRAGONS
SIGNPOST_GBA WONTUTORIAL
SIGNPOST_GBA KIWI
SIGNPOST_GBA WON
DEFINE SIGNPOST_SDL
{
}
SIGNPOST_SDL NONE
SIGNPOST_SDL LOOK
SIGNPOST_SDL WELCOME
SIGNPOST_SDL MINIMAP
SIGNPOST_SDL BOULDER
SIGNPOST_SDL MELEE
SIGNPOST_SDL INVENTORY
SIGNPOST_SDL PICKUP
SIGNPOST_SDL DOOR
SIGNPOST_SDL USE
SIGNPOST_SDL WATER
SIGNPOST_SDL SPELLS
SIGNPOST_SDL SEARCH
SIGNPOST_SDL DIP
SIGNPOST_SDL QUIVER
SIGNPOST_SDL DARK
SIGNPOST_SDL DRAGONS
SIGNPOST_SDL WONTUTORIAL
SIGNPOST_SDL KIWI
SIGNPOST_SDL WON
DEFINE SIGNPOST_iPOWDER
{
}
SIGNPOST_iPOWDER NONE
SIGNPOST_iPOWDER LOOK
SIGNPOST_iPOWDER WELCOME
SIGNPOST_iPOWDER MINIMAP
SIGNPOST_iPOWDER BOULDER
SIGNPOST_iPOWDER MELEE
SIGNPOST_iPOWDER INVENTORY
SIGNPOST_iPOWDER PICKUP
SIGNPOST_iPOWDER DOOR
SIGNPOST_iPOWDER USE
SIGNPOST_iPOWDER WATER
SIGNPOST_iPOWDER SPELLS
SIGNPOST_iPOWDER SEARCH
SIGNPOST_iPOWDER DIP
SIGNPOST_iPOWDER QUIVER
SIGNPOST_iPOWDER DARK
SIGNPOST_iPOWDER DRAGONS
SIGNPOST_iPOWDER WONTUTORIAL
SIGNPOST_iPOWDER KIWI
SIGNPOST_iPOWDER WON
DEFINE BRANCH
{
U8 symbol '>'
CST welcome "%U <be> in the order of the stick."
}
BRANCH NONE
{
symbol ' '
welcome "%U <dive> into the abyss."
}
BRANCH MAIN
{
symbol '\\207'
welcome "%U <return> to the main dungeon."
}
BRANCH TRIDUDE
{
symbol '\\211'
welcome "%U <enter> a cave made of metal."
}
DEFINE TALK
{
}
TALK NONE
TALK ELDER
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