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1596 lines
104 KiB
C++
1596 lines
104 KiB
C++
// Hyperbolic Rogue -- items, monsters, walls, and lands
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// Copyright (C) 2011-2018 Zeno Rogue, see 'hyper.cpp' for details
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/** \file content.cpp
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* \brief X-macros for items, monsters, walls, and lands
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*
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* Add new content at 'add new content here' so that constants do not change.
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* Old things are sorted according to type, but this is not necessary for new content.
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*/
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#ifndef MONSTER
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#define MONSTER(a,b,c,d,e,f,g,h)
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#endif
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#ifndef WALL
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#define WALL(a,b,c,d,e,f,g,h,i)
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#endif
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#ifndef ITEM
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#define ITEM(a,b,c,d,e,f,g,h,i)
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#endif
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#ifndef LAND
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#define LAND(a,b,c,d,e,f,g)
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#endif
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#ifndef NATIVE
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#define NATIVE(x)
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#endif
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#ifndef REQ
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#define REQ(x)
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#define REQAS(x,y)
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#endif
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MONSTER( 0, 0, "no monster" , moNone, ZERO | CF_NOGHOST | CF_NOBLOW, RESERVED, moNone, NULL)
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MONSTER( 'Y', 0x4040FF, "Yeti" , moYeti, CF_FACE_UP, RESERVED, moYeti,
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"A big and quite intelligent monster living in the Icy Land."
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)
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MONSTER( 'W', 0xD08040, "Icewolf" , moWolf, CF_FACE_SIDE, RESERVED, moYeti,
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"A nasty predator from the Icy Land. Contrary to other monsters, "
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"it tracks its prey by their heat."
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)
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MONSTER( 'W', 0xD08040, "Icewolf" , moWolfMoved, CF_MOVED | CF_FACE_SIDE, RESERVED, moNone, "")
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MONSTER( 'R', 0xFF8000, "Ranger" , moRanger, CF_FACE_UP, RESERVED, moYeti,
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"Rangers take care of the magic mirrors in the Land of Mirrors. "
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"They know that rogues like to break these mirrors... so "
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"they will attack you!"
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)
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MONSTER( 'T', 0xD0D0D0, "Rock Troll", moTroll, CF_FACE_UP | CF_TROLL, RESERVED, moYeti, trollhelp)
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MONSTER( 'G', 0x20D020, "Goblin", moGoblin, CF_FACE_UP, RESERVED, moYeti,
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"A nasty creature native to the Living Caves. They don't like you "
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"for some reason."
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)
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MONSTER( 'S', 0xE0E040, "Sand Worm", moWorm, ZERO | CF_NOGHOST | CF_NOBLOW | CF_MOUNTABLE | CF_MULTITILE | CF_WORM, RESERVED, moNone, wormdes )
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MONSTER( 's', 0x808000, "Sand Worm Tail", moWormtail, ZERO | CF_NOGHOST | CF_NOBLOW | CF_MOUNTABLE | CF_MULTITILE | CF_WORM | CF_INACTIVE, RESERVED, moNone, wormdes )
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MONSTER( 'S', 0x808000, "Sand Worm W", moWormwait, ZERO | CF_NOGHOST | CF_NOBLOW | CF_MOUNTABLE | CF_MULTITILE | CF_WORM | CF_INACTIVE, RESERVED, moNone, wormdes )
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MONSTER( 'H', 0x80FF00, "Hedgehog Warrior", moHedge, CF_FACE_UP, RESERVED, moYeti,
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"These warriors of the Forest wield exotic weapons called hedgehog blades. "
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"These blades protect them from a frontal attack, but they still can be 'stabbed' "
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"easily by moving from one place next to them to another."
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)
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MONSTER( 'M', 0x806050, "Desert Man", moDesertman, CF_FACE_UP, RESERVED, moYeti,
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"A tribe of men native to the Desert. They have even tamed the huge Sandworms, who won't attack them.")
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MONSTER( 'C', 0x00FFFF, "Ivy Root", moIvyRoot, ZERO | CF_NOGHOST | CF_NOBLOW | CF_IGNORE_SMELL | CF_MULTITILE | CF_ANYIVY | CF_IVY | CF_INACTIVE, RESERVED, moNone, ivydes)
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MONSTER( 'C', 0xFFFF00, "Active Ivy", moIvyHead, ZERO | CF_NOGHOST | CF_NOBLOW | CF_PART | CF_IGNORE_SMELL | CF_MULTITILE | CF_ANYIVY | CF_IVY, RESERVED, moNone, ivydes)
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MONSTER( 'C', 0x40FF00, "Ivy Branch", moIvyBranch, ZERO | CF_NOGHOST | CF_NOBLOW | CF_PART | CF_IGNORE_SMELL | CF_MULTITILE | CF_ANYIVY | CF_IVY, RESERVED, moNone, ivydes)
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MONSTER( 'C', 0x006030, "Dormant Ivy", moIvyWait, ZERO | CF_NOGHOST | CF_NOBLOW | CF_PART | CF_NOHIGHLIGHT | CF_IGNORE_SMELL | CF_MULTITILE | CF_ANYIVY | CF_IVY | CF_INACTIVE, RESERVED, moNone, ivydes)
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MONSTER( 'C', 0x804000, "Dead Ivy", moIvyNext, ZERO | CF_NOGHOST | CF_NOBLOW | CF_PART | CF_NOHIGHLIGHT | CF_IGNORE_SMELL | CF_MULTITILE | CF_ANYIVY | CF_IVY | CF_INACTIVE, RESERVED, moNone, ivydes)
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MONSTER( 'C', 0x800000, "Dead Ivy", moIvyDead, ZERO | CF_NOGHOST | CF_NOBLOW | CF_PART | CF_NOHIGHLIGHT | CF_IGNORE_SMELL | CF_MULTITILE | CF_ANYIVY | CF_IVY | CF_INACTIVE, RESERVED, moNone, ivydes)
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MONSTER( 'M', 0x804000, "Giant Ape", moMonkey, CF_FACE_UP, RESERVED, moYeti,
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"This giant ape thinks that you are an enemy.")
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MONSTER( 'B', 0x909000, "Slime Beast", moSlime, CF_FACE_UP | CF_NOBLOW | CF_SLIME | CF_IGNORE_SMELL, RESERVED, moSlime, slimehelp)
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MONSTER( '@', 0xFF80FF, "Mimic", moMimic, CF_FACE_UP | CF_NOGHOST | CF_NOBLOW | CF_MIMIC | CF_NONLIVING | CF_FRIENDLY | CF_FACING, RESERVED, moNone,
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"A magical being which copies your movements. "
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"You feel that it would be much more useful in an Euclidean space."
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)
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MONSTER( '@', 0xFF8080, "Mirage (REMOVED)", moREMOVED, ZERO, RESERVED, moNone,
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"A magical being which copies your movements. "
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)
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MONSTER( '@', 0x509050, "Golem", moGolem, CF_FACE_UP | CF_NOGHOST | CF_GOK | CF_NONLIVING | CF_FRIENDLY | CF_FACING, RESERVED, moNone,
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"You can summon these friendly constructs with a magical process."
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)
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MONSTER( '@', 0x509050, "Golem", moGolemMoved, CF_FACE_UP | CF_NOGHOST | CF_GOK | CF_NONLIVING | CF_FRIENDLY | CF_FACING | CF_MOVED, RESERVED, moNone,
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"You can summon these friendly constructs with a magical process."
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)
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MONSTER( 'E', 0xD09050, "Eagle", moEagle, CF_FACE_SIDE | CF_BIRD | CF_FLYING | CF_IGNORE_PLATE, RESERVED, moEagle,
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"A majestic bird, who is able to fly very fast."
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)
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MONSTER( 'S', 0xFF8080, "Seep", moSeep, CF_FACE_SIDE | CF_NOBLOW | CF_SLIME | CF_IGNORE_SMELL, RESERVED, moSlime,
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"A monster who is able to live inside the living cave wall."
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)
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MONSTER( 'Z', 0x804000, "Zombie", moZombie, CF_FACE_UP | CF_NONLIVING, RESERVED, moYeti,
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"A typical Graveyard monster."
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)
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MONSTER( 'G', 0xFFFFFF, "Ghost", moGhost, CF_FACE_SIDE | CF_NOBLOW | CF_NONLIVING | CF_GHOST | CF_FLYING | CF_ATTACK_THRU_VINE | CF_ATTACK_NONADJACENT | CF_IGNORE_PLATE | CF_IGNORE_SMELL | CF_GHOSTMOVER, RESERVED, moGhost,
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"A typical monster from the Graveyard, who moves through walls.\n\n"
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"There are also wandering Ghosts. They will appear "
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"if you do not explore any new places for a long time (about 100 turns). "
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"They can appear anywhere in the game."
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)
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MONSTER( 'N', 0x404040, "Necromancer", moNecromancer, CF_FACE_UP, RESERVED, moYeti,
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"Necromancers can raise ghosts and zombies from fresh graves."
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)
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MONSTER( 'S', 0x404040, "Shadow", moShadow, CF_FACE_UP | CF_NOBLOW | CF_NONLIVING, RESERVED, moNone,
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"A creepy monster who follows you everywhere in the Graveyard."
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)
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MONSTER( 'T', 0x40E040, "Tentacle", moTentacle, ZERO | CF_NOGHOST | CF_NOBLOW | CF_MOUNTABLE | CF_MULTITILE | CF_WORM, RESERVED, moNone, tentdes )
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MONSTER( 't', 0x008000, "Tentacle Tail", moTentacletail, ZERO | CF_NOGHOST | CF_NOBLOW | CF_MOUNTABLE | CF_MULTITILE | CF_WORM | CF_INACTIVE, RESERVED, moNone, tentdes )
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MONSTER( 'T', 0x008000, "Tentacle W", moTentaclewait, ZERO | CF_NOGHOST | CF_NOBLOW | CF_MOUNTABLE | CF_MULTITILE | CF_WORM | CF_INACTIVE, RESERVED, moNone, tentdes )
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MONSTER( 'z', 0xC00000, "Tentacle (withdrawing)", moTentacleEscaping, ZERO | CF_NOGHOST | CF_NOBLOW | CF_MOUNTABLE | CF_MULTITILE | CF_WORM, RESERVED, moNone, tentdes )
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MONSTER( 'P', 0xFF8000, "Cultist", moCultist, CF_FACE_UP, RESERVED, moYeti,
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"People worshipping Cthulhu. They are very dangerous."
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)
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MONSTER( 'P', 0xFFFF00, "Fire Cultist", moPyroCultist, CF_FACE_UP, RESERVED, moYeti,
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"People worshipping Cthulhu. This one is especially dangerous, "
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"as he is armed with a weapon which launches fire from afar."
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)
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MONSTER( 'D', 0xFF0000, "Greater Demon", moGreater, CF_FACE_UP | CF_DEMON | CF_SLOWMOVER, RESERVED, moYeti, gdemonhelp)
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MONSTER( 'D', 0x800000, "Greater Demon", moGreaterM, CF_FACE_UP | CF_DEMON | CF_INACTIVE, RESERVED, moLesser, gdemonhelp)
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MONSTER( 'd', 0xFF2020, "Lesser Demon", moLesser, CF_FACE_UP | CF_DEMON | CF_SLOWMOVER, RESERVED, moYeti, ldemonhelp)
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MONSTER( 'd', 0x802020, "Lesser Demon", moLesserM, CF_FACE_UP | CF_DEMON | CF_INACTIVE, RESERVED, moLesser, ldemonhelp)
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MONSTER( 'S', 0x2070C0, "Ice Shark", moShark, CF_FACE_SIDE | CF_SHARK, RESERVED, moShark,
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"This dangerous predator has killed many people, and has been sent to Cocytus."
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)
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MONSTER( 'W', 0xFFFFFF, "Running Dog", moRunDog, CF_FACE_SIDE, RESERVED, moYeti,
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"This white dog is able to run all the time. It is the only creature "
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"able to survive and breed in the Land of Eternal Motion."
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)
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MONSTER( 'S', 0xC00040, "Demon Shark", moGreaterShark, CF_FACE_SIDE | CF_NOBLOW | CF_SHARK | CF_IGNORE_SMELL | CF_GHOSTMOVER, RESERVED, moGreaterShark,
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"Demons of Hell do not drown when they fall into the lake in Cocytus. "
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"They turn into demonic sharks, enveloped in a cloud of steam."
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)
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MONSTER( 'S', 0xC00040, "Fire Fairy", moFireFairy, CF_FACE_UP, RESERVED, moYeti,
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"These fairies would rather burn the forest, than let you get some Fern Flowers. "
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"The forest is infinite, after all...\n\n"
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"Fire Fairies transform into fires when they die."
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)
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MONSTER( 'C', 0x4000C0, "Crystal Sage", moCrystalSage, CF_FACE_UP | CF_UNARMED, RESERVED, moYeti,
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"This being radiates an aura of wisdom. "
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"It is made of a beautiful crystal, you would love to take it home. "
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"But how is it going to defend itself? Better not to think of it, "
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"thinking causes your brain to go hot...\n\n"
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"Crystal Sages melt at -30 °C, and they can rise the temperature around you from afar."
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)
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MONSTER( 'P', 0x4040C0, "Pikeman", moLancer, CF_FACE_UP, RESERVED, moYeti,
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"When Pikemen move, they attack all cells which are now adjacent to them. "
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"Luckily, they can be killed in the same way.\n\n"
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"They never move if this would attack their friends."
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)
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MONSTER( 'F', 0xC04040, "Flail Guard", moFlailer, CF_FACE_UP, RESERVED, moYeti,
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"This guard of the Emerald Mine is wielding a huge flail. "
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"You cannot attack him directly, as the flail would still hit you then. "
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"Luckily, you have learned a trick: if you step away from him, "
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"he will hit himself with the flail!"
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)
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MONSTER( 'M', 0x404040, "Miner", moMiner, CF_FACE_UP, RESERVED, moYeti,
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"Miners have special tools for dealing with the Living Cave. "
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"When they die, these tools activate, destroying the living cave "
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"around them."
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)
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MONSTER( 'V', 0x421C52, "Vine Beast", moVineBeast, CF_FACE_SIDE, RESERVED, moYeti,
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"A beast made of vines!\n\n"
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"Vine Beasts turn into vines when they die."
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)
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MONSTER( 'V', 0xFFC0C0, "Vine Spirit", moVineSpirit, CF_FACE_SIDE | CF_NOBLOW | CF_SLIME | CF_ATTACK_THRU_VINE | CF_IGNORE_SMELL, RESERVED, moSlime,
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"A spirit living in the vines!\n\n"
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"Vine Spirits destroy the vines when they die."
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)
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MONSTER( 'T', 0x803030, "Dark Troll", moDarkTroll, CF_FACE_UP | CF_TROLL, RESERVED, moYeti,
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"A Troll without the power of Life."
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)
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MONSTER( 'E', 0xFFFF40, "Earth Elemental", moEarthElemental, CF_FACE_UP | CF_NONLIVING, RESERVED, moEarthElemental,
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"A rare unliving construct from the Dead Caves. "
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"It instantly destroys cave walls next to its path, and also leaves "
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"an impassable wall behind it. You suppose that this impassable wall helps it to "
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"escape from some threats. You hope you won't meet these threats..."
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)
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MONSTER( 'B', 0xC04040, "Red Hyperbug", moBug0, CF_FACE_SIDE | CF_BUG | CF_FACING, RESERVED, moBug0, hivehelp)
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MONSTER( 'B', 0x40C040, "Green Hyperbug", moBug1, CF_FACE_SIDE | CF_BUG | CF_FACING, RESERVED, moBug1, hivehelp)
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MONSTER( 'B', 0x4040C0, "Blue Hyperbug", moBug2, CF_FACE_SIDE | CF_BUG | CF_FACING, RESERVED, moBug2, hivehelp)
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MONSTER( 'W', 0x404040, "Witch Apprentice", moWitch, CF_FACE_UP | CF_WITCH | CF_POWER, RESERVED, moYeti,
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"A Witch without any special powers. But watch out! She will "
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"pick up any basic Orbs on her path, and use their powers."
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)
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MONSTER( 'W', 0xFF4040, "Speed Witch", moWitchSpeed, CF_FACE_UP | CF_WITCH | CF_POWER, RESERVED, moYeti,
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"A Witch with a Speed spell. She moves twice as fast as you. Unless you "
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"have an Orb of Speed too, of course!"
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)
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MONSTER( 'W', 0xFFFFFF, "Flash Witch", moWitchFlash, CF_FACE_UP | CF_WITCH | CF_POWER, RESERVED, moYeti,
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"A Witch with a Flash spell. Very dangerous!\n\n"
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"Luckily, she never uses the spell if it would kill her friends. "
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"She could destroy an Evil Golem, though."
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)
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MONSTER( 'W', 0xFF8000, "Fire Witch", moWitchFire, CF_FACE_UP | CF_WITCH | CF_POWER, RESERVED, moYeti,
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"A Witch with a Fire spell. She will leave a trail of fire behind her."
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)
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MONSTER( 'W', 0x8080FF, "Winter Witch", moWitchWinter, CF_FACE_UP | CF_WITCH | CF_IGNORE_SMELL | CF_GHOSTMOVER | CF_POWER, RESERVED, moWitchWinter,
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"A Witch with a Winter spell. She is able to move through fire."
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)
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MONSTER( 'W', 0x808080, "Aether Witch", moWitchGhost, CF_FACE_UP | CF_NOBLOW | CF_WITCH | CF_IGNORE_SMELL | CF_GHOSTMOVER | CF_POWER, RESERVED, moWitchGhost,
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"A Witch with an Aether spell. She is able to move through fire and walls."
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)
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MONSTER( '@', 0x905050, "Evil Golem", moEvilGolem, CF_FACE_UP | CF_NONLIVING | CF_POWER, RESERVED, moYeti,
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"Somebody has summoned these evil constructs with a magical process."
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)
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MONSTER( '@', 0x8080FF, "Knight", moKnight, CF_FACE_UP | CF_NOGHOST | CF_GOK | CF_FRIENDLY | CF_FACING, RESERVED, moNone, camelothelp )
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MONSTER( 'P', 0xD10000, "Cult Leader", moCultistLeader, CF_FACE_UP | CF_LEADER, RESERVED, moPirate,
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"These Cultists can push the statues, just like you."
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)
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MONSTER( 'B', 0x909000, "Slime Beast", moSlimeNextTurn, CF_FACE_UP, RESERVED, moNone, slimehelp)
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MONSTER( '@', 0x8080FF, "Knight", moKnightMoved, CF_FACE_SIDE | CF_NOGHOST | CF_GOK | CF_FRIENDLY | CF_FACING | CF_MOVED, RESERVED, moNone, camelothelp )
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MONSTER( '@', 0x8B4513, "Illusion", moIllusion, CF_FACE_SIDE | CF_NOGHOST | CF_NONLIVING | CF_FRIENDLY | CF_FACING | CF_IGNORE_PLATE, RESERVED, moNone,
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"Illusions are targeted "
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"by most monsters, just like yourself, Thumpers, and your friends."
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)
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MONSTER( 'P', 0xD00000, "Pirate", moPirate, CF_FACE_UP | CF_LEADER, RESERVED, moPirate,
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"Just a typical hyperbolic pirate." )
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MONSTER( 'S', 0x8080C0, "Shark", moCShark, CF_FACE_SIDE | CF_SHARK, RESERVED, moShark, "Just a nasty shark.")
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MONSTER( 'P', 0x0000FF, "Parrot", moParrot, CF_FACE_SIDE | CF_NOBLOW | CF_SLIME | CF_IGNORE_SMELL, RESERVED, moSlime, "Parrots feel safe in the forests of Caribbean, so they "
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"never leave them. But they will help the Pirates by attacking the intruders.")
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MONSTER( 'S', 0xE09000, "Rock Snake", moHexSnake, ZERO | CF_NOGHOST | CF_NOBLOW | CF_MOUNTABLE | CF_IGNORE_SMELL | CF_MULTITILE | CF_WORM, RESERVED, moNone, redsnakedes )
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MONSTER( 's', 0xE09000, "Rock Snake Tail", moHexSnakeTail, ZERO | CF_NOGHOST | CF_NOBLOW | CF_MOUNTABLE | CF_MULTITILE | CF_WORM | CF_INACTIVE, RESERVED, moNone, redsnakedes )
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MONSTER( 'T', 0xC02020, "Red Troll", moRedTroll, CF_FACE_UP | CF_TROLL, RESERVED, moYeti, "A kind of Troll native to the Red Rock Valley.")
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MONSTER( 'B', 0xA00000, "Bomberbird", moBomberbird, CF_FACE_SIDE | CF_BIRD | CF_FLYING | CF_IGNORE_PLATE, RESERVED, moEagle,
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"Dark red birds who have created the minefield.\n\n"
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"They create a mine on the spot where they are killed, provided "
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"that the terrain is suitable. Also note that mines are triggered "
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"by dead birds falling on them."
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)
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MONSTER( 'A', 0xFFFFFF, "Albatross", moAlbatross, CF_FACE_SIDE | CF_BIRD | CF_FLYING | CF_IGNORE_PLATE, RESERVED, moEagle,
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"Those large seabirds attack you for some reason. At least they are not "
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"as fast as Eagles..."
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)
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MONSTER( 'B', 0x40C000, "Tame Bomberbird", moTameBomberbird, CF_FACE_SIDE | CF_NOGHOST | CF_GOK | CF_FRIENDLY | CF_FACING | CF_BIRD | CF_FLYING | CF_IGNORE_PLATE, RESERVED, moTameBomberbird, tamebomberdesc)
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MONSTER( 'B', 0x40C000, "Tame Bomberbird", moTameBomberbirdMoved, CF_FACE_SIDE | CF_NOGHOST | CF_GOK | CF_FRIENDLY | CF_FACING | CF_BIRD | CF_FLYING | CF_IGNORE_PLATE | CF_MOVED, RESERVED, moTameBomberbird, tamebomberdesc)
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MONSTER( 'G', 0xFF0000, "Palace Guard", moPalace, CF_FACE_UP | CF_STUNNABLE | CF_HP, RESERVED, moYeti,
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"You have to hit Palace Guards several times to kill them. After each hit, they "
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"are pushed away and stunned for some time."
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)
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MONSTER( 'G', 0xC06000, "Fat Guard", moFatGuard, CF_FACE_UP | CF_STUNNABLE | CF_HP, RESERVED, moYeti, "Fat guards are too heavy to be pushed away by your hits.")
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MONSTER( 'G', 0xFFFFFF, "Skeleton", moSkeleton, CF_FACE_UP | CF_NONLIVING | CF_STUNNABLE, RESERVED, moYeti,
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"Skeletons work similar to Palace Guards, but they won't die no matter how many "
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"times you hit them. Well, you have to be more creative...\n\n"
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"Skeletons attacked outside of their native land, Palace, are stunned for a longer time."
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)
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MONSTER( 'G', 0xC000C0, "Vizier", moVizier, CF_FACE_UP | CF_STUNNABLE | CF_HP, RESERVED, moYeti,
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"Viziers are neither pushed away nor stunned. However, you attack them automatically when "
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"escaping from them.")
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MONSTER( 'V', 0xC0C0C0, "Viking", moViking, CF_FACE_UP | CF_LEADER, RESERVED, moPirate, "Mighty warriors from the Fjord, who can use boats.")
|
|
MONSTER( 'T', 0x00FFFF, "Fjord Troll", moFjordTroll, CF_FACE_UP | CF_TROLL, RESERVED, moYeti,
|
|
"Fjord Trolls leave a wall when they die, causing the living fjord to rise around it. "
|
|
"Contrary to Rock Trolls, items around are not destroyed."
|
|
)
|
|
MONSTER( 'E', 0x0000FF, "Water Elemental", moWaterElemental, CF_FACE_UP | CF_NOBLOW | CF_NONLIVING, RESERVED, moWaterElemental,
|
|
"Wherever this powerful being goes, the living fjord "
|
|
"sinks below water, non-magical boats are destroyed, and fires are extinguished.\n\n"
|
|
"As a special case, you can attack the Water Elemental from the water, without drowning immediately."
|
|
)
|
|
MONSTER( 'M', 0xD0D0D0, "Mouse", moMouse, CF_FACE_SIDE | CF_NOGHOST | CF_GOK | CF_FRIENDLY | CF_FACING | CF_UNARMED | CF_IGNORE_PLATE, RESERVED, moNone, princessdesc)
|
|
MONSTER( 'M', 0xD0D0D0, "Mouse", moMouseMoved, CF_FACE_SIDE | CF_NOGHOST | CF_GOK | CF_FRIENDLY | CF_FACING | CF_UNARMED | CF_MOVED, RESERVED, moNone, princessdesc)
|
|
MONSTER( 'P', 0xFF80FF, "Prince", moPrincess, CF_FACE_UP | CF_NOGHOST | CF_PRINCESS | CF_GOK | CF_STUNNABLE | CF_HP | CF_FRIENDLY | CF_FACING | CF_UNARMED, RESERVED, moNone, princessdesc)
|
|
MONSTER( 'P', 0xFF80FF, "Princess", moPrincessMoved, CF_FACE_UP | CF_NOGHOST | CF_PRINCESS | CF_GOK | CF_STUNNABLE | CF_HP | CF_FRIENDLY | CF_FACING | CF_UNARMED | CF_MOVED, RESERVED, moNone, princessdesc)
|
|
MONSTER( 'P', 0xFF80FF, "Prince", moPrincessArmed, CF_FACE_UP | CF_NOGHOST | CF_PRINCESS | CF_GOK | CF_STUNNABLE | CF_HP | CF_FRIENDLY | CF_FACING, RESERVED, moNone, princessdesc)
|
|
MONSTER( 'P', 0xFF80FF, "Princess", moPrincessArmedMoved, CF_FACE_UP | CF_NOGHOST | CF_PRINCESS | CF_GOK | CF_STUNNABLE | CF_HP | CF_FRIENDLY | CF_FACING | CF_MOVED, RESERVED, moNone, princessdesc)
|
|
MONSTER( 'F', 0xD03000, "Familiar", moFamiliar, CF_FACE_SIDE, RESERVED, moYeti, "A simple servant of the master of the Ivory Tower.")
|
|
MONSTER( 'B', 0x707070, "Gargoyle", moGargoyle, CF_FACE_SIDE | CF_BIRD | CF_FLYING | CF_IGNORE_PLATE, RESERVED, moEagle, gargdesc)
|
|
MONSTER( 'E', 0xFF0000, "Fire Elemental", moFireElemental, CF_FACE_UP, RESERVED, moYeti,
|
|
"This monster leaves a trail of fire behind.")
|
|
MONSTER( 'E', 0xC0C0FF, "Air Elemental", moAirElemental, CF_FACE_UP | CF_FLYING | CF_IGNORE_PLATE, RESERVED, moAirElemental, "An Air Elemental looks like a live tornado. Once you are three (or less) cells from it, "
|
|
"it is impossible to move closer, due to strong winds. You can stand and wait, though. "
|
|
"This also affects most monsters.")
|
|
MONSTER( 'D', 0xC06000, "Striped Dog", moOrangeDog, CF_FACE_SIDE, RESERVED, moYeti, "A predator native to the Zebra.")
|
|
MONSTER( 'G', 0xFFFFFF, "Tentacle+Ghost", moTentacleGhost, CF_FACE_SIDE | CF_NOGHOST | CF_NOBLOW | CF_GHOST | CF_FLYING | CF_ATTACK_THRU_VINE | CF_ATTACK_NONADJACENT | CF_IGNORE_PLATE | CF_IGNORE_SMELL | CF_MULTITILE | CF_WORM | CF_GHOSTMOVER, RESERVED, moNone, tentdes )
|
|
MONSTER( 'B', 0x8080C0, "Metal Beast", moMetalBeast, CF_FACE_SIDE | CF_METAL | CF_STUNNABLE | CF_SLOWMOVER, RESERVED, moYeti, elecdesc )
|
|
MONSTER( 'B', 0xC060C0, "Rich Metal Beast", moMetalBeast2, CF_FACE_SIDE | CF_METAL | CF_STUNNABLE | CF_SLOWMOVER, RESERVED, moYeti, elecdesc )
|
|
MONSTER( 'O', 0xA06020, "Outlaw", moOutlaw, CF_FACE_UP, RESERVED, moYeti, wildwestdesc )
|
|
MONSTER( 'C', 0xC0C060, "Mutant Ivy", moMutant, CF_NOGHOST | CF_NOBLOW | CF_PART | CF_IGNORE_SMELL | CF_MULTITILE | CF_ANYIVY | CF_MUTANTIVY, RESERVED, moNone, overdesc )
|
|
MONSTER( 'T', 0x0080FF, "Storm Troll", moStormTroll, CF_FACE_UP | CF_TROLL, RESERVED, moYeti, elecdesc )
|
|
MONSTER( 'T', 0x00C080, "Forest Troll", moForestTroll, CF_FACE_UP | CF_TROLL, RESERVED, moYeti,
|
|
"Forest Trolls create an impassable wall when they die."
|
|
)
|
|
MONSTER( 'F', 0xC35817, "Giant Fox", moRedFox, CF_FACE_SIDE, RESERVED, moYeti,
|
|
"What is freedom for you? A situation when you can walk wherever you want? "
|
|
"Or a situation when you do not have to work, since you have as much tasty food "
|
|
"as you want?\n\n"
|
|
"Well, this creature has chosen the second option. It won't be happy "
|
|
"if you destroy its prison.\n"
|
|
)
|
|
MONSTER( 'C', 0x8080FF, "Wind Crow", moWindCrow, CF_FACE_SIDE | CF_BIRD | CF_FLYING | CF_IGNORE_PLATE, RESERVED, moEagle,
|
|
"A large bird who likes strong winds. Just as you, it can fly quickly in the wind."
|
|
)
|
|
MONSTER( 'G', 0xC0FFC0, "Friendly Ghost", moFriendlyGhost, CF_FACE_SIDE | CF_NOGHOST | CF_GOK | CF_FRIENDLY | CF_FACING | CF_GHOST | CF_FLYING | CF_ATTACK_THRU_VINE | CF_ATTACK_NONADJACENT | CF_IGNORE_PLATE, RESERVED, moFriendlyGhost,
|
|
"Friendly ghosts are friendly beings who can go through any obstacles. However, "
|
|
"unlike most friends, they tend to fly away from you."
|
|
)
|
|
MONSTER( 'R', 0x906030, "Ratling", moRatling, CF_FACE_UP | CF_LEADER | CF_RATLING, RESERVED, moPirate,
|
|
"These warped humanoids are skilled warriors and sailors, and they "
|
|
"feel at home at the Warped Coast. Their battle experience has taught them "
|
|
"that enemies who wait without moving or attacking anything are the most deadly. "
|
|
"If they see such an enemy, they become extremely suspicious, and they also wait."
|
|
)
|
|
MONSTER( 'F', 0xC00000, "False Princess", moFalsePrincess, CF_FACE_UP, RESERVED, moYeti, GENDERSWITCH )
|
|
MONSTER( 'R', 0x500050, "Rose Lady", moRoseLady, CF_FACE_UP | CF_IGNORE_SMELL, RESERVED, moYeti, GENDERSWITCH )
|
|
MONSTER( 'R', 0xF0A0D0, "Rose Beauty", moRoseBeauty, CF_FACE_UP, RESERVED, moYeti, GENDERSWITCH )
|
|
MONSTER( 'R', 0x806040, "Ratling Avenger", moRatlingAvenger, CF_FACE_UP | CF_LEADER | CF_RATLING, RESERVED, moPirate,
|
|
"So, you have killed a Ratling on the unwarped sea? You will be punished for this! "
|
|
"Luckily, if you run away from the Warped Sea quickly, the Ratling Avengers will lose track of you."
|
|
)
|
|
MONSTER( 'T', 0x487830, "Tortoise", moTortoise, CF_FACE_SIDE | CF_STUNNABLE | CF_SLOWMOVER, RESERVED, moYeti, tortoisedesc)
|
|
MONSTER( 'D', 0xC03000, "Dragon", moDragonHead, ZERO | CF_NOGHOST | CF_NOBLOW | CF_STUNNABLE | CF_MOUNTABLE | CF_FLYING | CF_IGNORE_PLATE | CF_MULTITILE | CF_DRAGON | CF_WORM, RESERVED, moDragonHead, dragondesc)
|
|
MONSTER( 'd', 0xC03000, "Dragon", moDragonTail, ZERO | CF_NOGHOST | CF_NOBLOW | CF_STUNNABLE | CF_MOUNTABLE | CF_PART | CF_FLYING | CF_IGNORE_PLATE | CF_MULTITILE | CF_DRAGON | CF_WORM, RESERVED, moDragonHead, dragondesc)
|
|
MONSTER( 'F', 0x909090, "Gadfly", moGadfly, CF_FACE_SIDE | CF_BIRD | CF_FLYING | CF_IGNORE_PLATE, RESERVED, moEagle, "Annoying insects. They can awaken Sleeping Bulls.")
|
|
MONSTER( 'Y', 0xFF8000, "Yendorian Researcher", moResearcher, ZERO, RESERVED, moYeti,
|
|
"These people study gravity and infinite trees. "
|
|
"They have no special features, other than wearing a strange hat."
|
|
)
|
|
MONSTER( 'K', 0xA8A8A8, "Sparrowhawk", moSparrowhawk, CF_FACE_SIDE | CF_BIRD | CF_FLYING | CF_IGNORE_PLATE, RESERVED, moEagle,
|
|
"A bird who hunts in the treetops of Yendorian Forest."
|
|
)
|
|
MONSTER( 'K', 0xD0A0A0, "Kraken", moKrakenH, ZERO | CF_NOGHOST | CF_NOBLOW | CF_MULTITILE | CF_KRAKEN | CF_FACING, RESERVED, moNone, krakendesc)
|
|
MONSTER( 'K', 0xC07070, "Kraken Tentacle", moKrakenT, ZERO | CF_NOGHOST | CF_NOBLOW | CF_PART | CF_MULTITILE | CF_KRAKEN, RESERVED, moNone, krakendesc)
|
|
MONSTER( 'D', 0xF09090, "Draugr", moDraugr, CF_FACE_UP | CF_NONLIVING | CF_SLOWMOVER, RESERVED, moYeti,
|
|
"Animated corpses of ancient Viking warriors. They are immune to mundane weapons, "
|
|
"but they can be destroyed by your Orb of the Sword."
|
|
)
|
|
MONSTER( 'C', 0xC08000, "Friendly Ivy", moFriendlyIvy, ZERO | CF_NOGHOST | CF_FRIENDLY | CF_FACING | CF_ANYIVY, RESERVED, moNone, naturedesc )
|
|
MONSTER( 'V', 0xC000C0, "Vampire Bat", moVampire, CF_FACE_SIDE | CF_BIRD | CF_FLYING | CF_UNARMED | CF_IGNORE_PLATE, RESERVED, moEagle,
|
|
"Vampire Bats don't attack normally, but they drain your magical powers if "
|
|
"they are at distance at most 2 from you."
|
|
)
|
|
MONSTER( 'B', 0x404040, "Bat", moBat, CF_FACE_SIDE | CF_BIRD | CF_FLYING | CF_UNARMED | CF_IGNORE_PLATE, RESERVED, moEagle,
|
|
"Someone has told you that one can get battle experience safely by "
|
|
"killing tons of essentially harmless creatures, such as Bats. But "
|
|
"does this make any sense?...\n\n"
|
|
"It does not. Bats cannot hurt you, but may block your movement, or "
|
|
"toggle switches if they fall on them." )
|
|
MONSTER( 'R', 0x8080C0, "Reptile", moReptile, CF_FACE_SIDE | CF_STUNNABLE, RESERVED, moReptile, reptiledesc )
|
|
MONSTER( 'B', 0x606020, "Herd Bull", moHerdBull, CF_FACE_SIDE | CF_BULL | CF_FACING, RESERVED, moRagingBull,
|
|
"Herds of these Bulls are running long distances for some reason. They become Raging Bulls if something stops them." )
|
|
MONSTER( 'B', 0xA03000, "Raging Bull", moRagingBull, CF_FACE_SIDE | CF_BULL | CF_FACING, RESERVED, moYeti,
|
|
"Raging Bulls charge in a straight line: on heptagons, when they can choose one of two possible directions, "
|
|
"they choose one closer to your current location. In the case of a tie, the cell where more neighbors is "
|
|
"closer to your current location is chosen; if still a tie, past locations are considered. "
|
|
"They can attack you in any direction, and monsters on their way are attacked even if friendly. "
|
|
"When they crash into something, the obstacle is usually destroyed, and they are stunned for three turns, after "
|
|
"which they charge at you again (in any direction). "
|
|
"Raging Bulls cannot be killed or stunned conventionally."
|
|
)
|
|
MONSTER( 'B', 0xB07000, "Sleeping Bull", moSleepBull, CF_FACE_SIDE | CF_BULL | CF_FACING, RESERVED, moRagingBull,
|
|
"Sleeping bulls wake up when you get into distance of two cells from them."
|
|
)
|
|
MONSTER( 'S', 0xFFD500, "Butterfly", moButterfly, CF_FACE_SIDE | CF_BIRD | CF_FLYING | CF_IGNORE_PLATE | CF_FACING, RESERVED, moButterfly, bulldashdesc)
|
|
MONSTER( 'N', 0xFFFF80, "Narcissist", moNarciss, CF_FACE_UP, RESERVED, moYeti,
|
|
"This person loves to look at their own reflection in the mirror. "
|
|
"He believes himself to be one of the most important creatures in this world, "
|
|
"and hates those who do not admire him."
|
|
)
|
|
MONSTER( 'M', 0xFFC0FF, "Mirror Spirit", moMirrorSpirit, CF_FACE_UP, RESERVED, moYeti,
|
|
"A long time ago a mighty warrior was guarding the mirrors from being broken. "
|
|
"While this warrior is no longer alive, his reflections have gained life of "
|
|
"their own, and will punish the intruders.\n\n"
|
|
"If you attack a Mirror Spirit physically, it is delayed, but not destroyed -- "
|
|
"more reflections will come out of the mirror. Use Mimics to destroy them."
|
|
)
|
|
MONSTER( 'W', 0x202020, "Hunting Dog", moHunterDog, CF_FACE_SIDE, RESERVED, moYeti, huntingdesc)
|
|
MONSTER( 'T', 0xE2725B, "Terracotta Warrior", moTerraWarrior, CF_FACE_UP | CF_NONLIVING | CF_STUNNABLE | CF_HP, RESERVED, moYeti, terradesc)
|
|
MONSTER( 'J', 0x50A030, "Jiangshi", moJiangshi, CF_FACE_UP | CF_NONLIVING, RESERVED, moYeti,
|
|
"You think this was one of the people who have constructed the Terracotta Warriors and the arrow traps. "
|
|
"They have been locked inside, so that they will never divulge the secrets of the mausoleum. They would like to return their homes and families, though."
|
|
)
|
|
MONSTER( 'B', 0xA00000, "Void Beast", moVoidBeast, CF_FACE_UP | CF_NONLIVING, RESERVED, moVoidBeast,
|
|
"Are creatures of Void actual monsters, or just monster-shaped holes in the air?\n\nVoid Beasts move simply by letting the air move into their current location -- "
|
|
"the hole will move to the place where the air came from! Void Beasts are great at moving against the wind, but they have problems "
|
|
"moving with the wind.")
|
|
MONSTER( 'W', 0xA00000, "Lava Wolf", moLavaWolf, CF_FACE_SIDE, RESERVED, moYeti,
|
|
"While Ice Wolves love heat, their instincts usually will not let them leave the Icy Lands -- "
|
|
"they are afraid that they will be unable to get back home, and that they will lose track of their prey. "
|
|
"However, they find the Volcanic Wasteland so hot and attractive that they abandon their natural instincts... "
|
|
"and try to track their prey using their other senses and intelligence."
|
|
)
|
|
MONSTER( 'W', 0x202020, "Hunting Dog (guarding)", moHunterGuard, CF_FACE_SIDE, RESERVED, moYeti, huntingdesc)
|
|
MONSTER( 'G', 0xC0C0FF, "Ice Golem", moIceGolem, CF_FACE_UP | CF_NONLIVING, RESERVED, moYeti,
|
|
"The Ice Golems are powered by intense magical coldness. When destroyed in the Blizzard or another icy land, they become "
|
|
"ice walls, and freeze the land around them.")
|
|
MONSTER( 'B', 0xC0C0FF, "Sand Bird", moSandBird, CF_FACE_SIDE, RESERVED, moNone, NODESC)
|
|
MONSTER( 'S', 0xA00000, "Salamander", moSalamander, CF_FACE_SIDE | CF_STUNNABLE, RESERVED, moYeti,
|
|
"Salamanders are tough lizard-like creatures. Their tough skin protects them "
|
|
"from both physical attacks and heat. Salamanders "
|
|
"are stunned for a longer time if you push them into lava, fire, or a solid obstacle.")
|
|
MONSTER( 'W', 0x202020, "Hunting Dog (regrouping)", moHunterChanging, ZERO, RESERVED, moYeti,
|
|
"When your plan has clearly failed, it is better to abandon it and go to a safe place, to have a chance of succeeding next time. This dog clearly knows this.")
|
|
MONSTER( 'B', 0xC00000, "North Pole", moNorthPole, ZERO | CF_MAGNETIC | CF_FACING, RESERVED, moYeti, NODESCYET)
|
|
MONSTER( 'B', 0x0000C0, "South Pole", moSouthPole, ZERO | CF_MAGNETIC | CF_FACING, RESERVED, moYeti, NODESCYET)
|
|
MONSTER( 'P', 0xC03000, "Red Raider", moPair, CF_FACE_UP | CF_RAIDER | CF_FACING, RESERVED, moYeti, "Red Raiders travel in pairs. They have promised to always watch another one's back. They are able to destroy walls on their way.")
|
|
MONSTER( 'H', 0xC0C0C0, "Gray Raider", moHexDemon, CF_FACE_UP | CF_RAIDER, RESERVED, moHexDemon, "Gray Raiders never step on gray cells.")
|
|
MONSTER( 'A', 0x80B080, "Green Raider", moAltDemon, CF_FACE_UP | CF_RAIDER, RESERVED, moAltDemon, "Green Raiders never step from one green cell to another.")
|
|
MONSTER( 'M', 0x904000, "Brown Raider", moMonk, CF_FACE_UP | CF_RAIDER, RESERVED, moMonk, "Brown Raiders never move adjacent to an item.")
|
|
MONSTER( 'C', 0x0060E0, "Blue Raider", moCrusher, CF_FACE_UP | CF_RAIDER, RESERVED, moYeti, "Blue Raiders have a powerful attack which takes two turns to complete, and also makes the Blue Raider stunned "
|
|
"for a long time. This attack can destroy other Raiders if it hits them.")
|
|
MONSTER( '@', 0xC00000, "Red Jelly", moSwitch1, CF_FACE_SIDE | CF_SWITCH | CF_FACING, RESERVED, moYeti, jellydesc)
|
|
MONSTER( '@', 0x0000C0, "Blue Jelly", moSwitch2, CF_FACE_SIDE | CF_SWITCH | CF_FACING, RESERVED, moYeti, jellydesc)
|
|
MONSTER( 'B', 0xE07000, "Bronze Beast", moBrownBug, CF_FACE_SIDE | CF_STUNNABLE, RESERVED, moYeti,
|
|
"A large bug native to the Brown Islands. Cannot be killed easily due to their tough armor; still, they can be killed by pushing them into water or from great heights. "
|
|
"Bronze Beasts are very bad at descending slopes -- it takes them extra time to get down, and they are stunned for a longer time if you push them down."
|
|
)
|
|
MONSTER( 'B', 0xE07060, "Acid Gull", moAcidBird, CF_FACE_SIDE | CF_BIRD | CF_FLYING | CF_IGNORE_PLATE, RESERVED, moEagle,
|
|
"Where did this strange bird come from?...\n\n"
|
|
"Acid Gulls dissolve the land on which they fall when they die. "
|
|
)
|
|
MONSTER( 'W', 0xA04060, "Mutant", moVariantWarrior, CF_FACE_UP, RESERVED, moYeti,
|
|
"These guys look a bit strange, but they have no special properties."
|
|
)
|
|
MONSTER( 'W', 0x707080, "Falling Dog", moFallingDog, CF_FACE_SIDE, RESERVED, moYeti,
|
|
"Distant relatives of the Running Dogs.")
|
|
MONSTER( 'B', 0xC0C040, "Western Hawk", moWestHawk, CF_FACE_SIDE | CF_BIRD | CF_FLYING | CF_IGNORE_PLATE, RESERVED, moEagle,
|
|
"Some readers misinterpreted the early maps of Free Fall, thinking that it is a land to the west from some wall. "
|
|
"The name Western Hawks remained." )
|
|
|
|
ITEM( 0, 0, "no item", itNone, -1, ZERO | IF_FIREPROOF, RESERVED, osNone, NULL)
|
|
ITEM( '*', 0xFFFFFF, "Ice Diamond", itDiamond, IC_TREASURE, ZERO, RESERVED, osNone,
|
|
"Cold white gems, found in the Icy Land."
|
|
)
|
|
ITEM( '$', 0xFFD700, "Gold", itGold, IC_TREASURE, ZERO, RESERVED, osNone,
|
|
"An expensive metal from the Living Caves. For some reason "
|
|
"gold prevents the living walls from growing close to it."
|
|
)
|
|
ITEM( ';', 0xFF4000, "Spice", itSpice, IC_TREASURE, ZERO, RESERVED, osNone,
|
|
"A rare and expensive substance found in the Desert. "
|
|
"It is believed to extend life and raise special psychic powers."
|
|
)
|
|
ITEM( '*', 0xC00000, "Ruby", itRuby, IC_TREASURE, ZERO, RESERVED, osNone,
|
|
"A beautiful gem from the Jungle."
|
|
)
|
|
ITEM( '!', 0xFFFF00, "Elixir of Life", itElixir, IC_TREASURE, ZERO, RESERVED, osNone,
|
|
"A wonderful beverage, apparently obtained by mixing red and blue slime. You definitely feel more "
|
|
"healthy after drinking it, but you still feel that one hit of a monster is enough to kill you.")
|
|
ITEM( '%', 0xFF00FF, "Shard", itShard, IC_TREASURE, ZERO, RESERVED, osNone,
|
|
"A piece of a magic mirror, or a mirage cloud, that can be used for magical purposes. Only mirrors and clouds "
|
|
"in the Land of Mirrors leave these.")
|
|
ITEM( '/', 0xFF8000, "Necromancer's Totem", itBone, IC_TREASURE, ZERO, RESERVED, osNone,
|
|
"These sinister totems contain valuable gems.")
|
|
ITEM( '%', 0x00D000, "Demon Daisy", itHell, IC_TREASURE, ZERO, RESERVED, osNone,
|
|
"These star-shaped flowers native to Hell are a valuable alchemical component.")
|
|
ITEM( '/', 0x00FF00, "Statue of Cthulhu", itStatue, IC_TREASURE, ZERO, RESERVED, osNone,
|
|
"This statue is made of materials which cannot be found in your world.")
|
|
ITEM( '*', 0xFF8000, "Phoenix Feather", itFeather, IC_TREASURE, ZERO, RESERVED, osNone,
|
|
"One of few things that does not cause the floor in the Land of Eternal Motion to collapse. Obviously they are quite valuable."
|
|
)
|
|
ITEM( '*', 0x8080FF, "Ice Sapphire", itSapphire, IC_TREASURE, ZERO, RESERVED, osNone,
|
|
"Cold blue gems, found in the Cocytus."
|
|
)
|
|
ITEM( '*', 0xEEFF20, "Hyperstone", itHyperstone, IC_TREASURE, ZERO, RESERVED, osNone,
|
|
"These bright yellow gems can be found only by those who have mastered the Crossroads."
|
|
)
|
|
ITEM( '[', 0x8080FF, "Key", itKey, IC_OTHER, ZERO, RESERVED, osNone,
|
|
"That's all you need to unlock the Orb of Yendor! Well... as long as you are able to return to the Orb that this key unlocks...\n\n"
|
|
"Each key unlocks only the Orb of Yendor which led you to it."
|
|
)
|
|
ITEM( 'o', 0x306030, "Dead Orb", itGreenStone, IC_OTHER, ZERO, RESERVED, osNone,
|
|
"These orbs can be found in the Graveyard. You think that they were once powerful magical orbs, but by now, their "
|
|
"power is long gone. No way to use them, you could as well simply drop them...\n\n"
|
|
)
|
|
ITEM( 'o', 0xFF20FF, "Orb of Yendor", itOrbYendor, IC_OTHER, ZERO, RESERVED, osNone,
|
|
"This wonderful Orb can only be collected by those who have truly mastered this hyperbolic universe, "
|
|
"as you need the right key to unlock it. Luckily, your psychic abilities will let you know "
|
|
"where the key is after you touch the Orb." )
|
|
ITEM( 'o', 0xFFFF00, "Orb of Storms", itOrbLightning, IC_ORB, ZERO, RESERVED, osOffensive,
|
|
"This orb can be used to invoke the lightning spell, which causes lightning bolts to shoot from you in all directions.")
|
|
ITEM( 'o', 0xFFFFFF, "Orb of Flash", itOrbFlash, IC_ORB, ZERO, RESERVED, osOffensive,
|
|
"This orb can be used to invoke a flash spell, which destroys almost everything in radius of 2.")
|
|
ITEM( 'o', 0x8080FF, "Orb of Winter", itOrbWinter, IC_ORB, ZERO | IF_FIREPROOF | IF_PROTECTION | IF_EMPATHY, RESERVED, osNone,
|
|
"This orb can be used to invoke a wall of ice. It also protects you from fires.")
|
|
ITEM( 'o', 0xFF6060, "Orb of Speed", itOrbSpeed, IC_ORB, ZERO | IF_EMPATHY, RESERVED, osUtility,
|
|
"This orb can be used to move faster for some time.")
|
|
ITEM( 'o', 0x90B090, "Orb of Life", itOrbLife, IC_ORB, ZERO | IF_SHMUPLIFE | IF_REVIVAL, RESERVED, osFriend,
|
|
"This orb can be used to summon friendly golems. It is used instantly when you pick it up.")
|
|
ITEM( 'o', 0x60D760, "Orb of Shielding", itOrbShield, IC_ORB, ZERO | IF_PROTECTION | IF_EMPATHY, RESERVED, osNone,
|
|
"This orb can protect you from damage.")
|
|
ITEM( 'o', 0x606060, "Orb of Earth", itOrbDigging, IC_ORB, ZERO | IF_EMPATHY, RESERVED, osUtility,
|
|
"This orb lets you go through living walls. It also has powers in some of the other lands.")
|
|
ITEM( 'o', 0x20FFFF, "Orb of Teleport", itOrbTeleport, IC_ORB, ZERO | IF_RANGED, RESERVED, osRanged,
|
|
"This orb lets you instantly move to another location on the map. Just click a location which "
|
|
"is not next to you to teleport there. "
|
|
)
|
|
ITEM( 'o', 0xA0FF40, "Orb of Safety", itOrbSafety, IC_ORB, ZERO, RESERVED, osUtility,
|
|
"This orb lets you instantly move to a safe faraway location. Knowing the nature of this strange world, you doubt "
|
|
"that you will ever find the way back...\n\n"
|
|
"Your game will be saved if you quit the game while the Orb of Safety is still powered.\n\n"
|
|
"Technical note: as it is virtually impossible to return, this Orb recycles memory used for the world so far (even if you do not use it to save the game). "
|
|
)
|
|
ITEM( 'o', 0x40C000, "Orb of Thorns", itOrbThorns, IC_ORB, ZERO | IF_EMPATHY, RESERVED, osOffensive,
|
|
"This orb allows attacking Hedgehog Warriors directly, as well as stabbing other monsters.\n"
|
|
)
|
|
ITEM( '%', 0x0000FF, "Fern Flower", itFernFlower, IC_TREASURE, ZERO, RESERVED, osNone,
|
|
"This flower brings fortune to the person who finds it.\n"
|
|
)
|
|
ITEM( '!', 0x900000, "Wine", itWine, IC_TREASURE, ZERO, RESERVED, osNone,
|
|
"Wine grown under hyperbolic sun would be extremely prized in your home location."
|
|
)
|
|
ITEM( 'o', 0x706070, "Orb of Aether", itOrbAether, IC_ORB, ZERO | IF_EMPATHY, RESERVED, osUtility,
|
|
"This orb allows one to pass through all kinds of walls and chasms."
|
|
)
|
|
ITEM( '$', 0xFFFFC0, "Silver", itSilver, IC_TREASURE, ZERO, RESERVED, osNone,
|
|
"A precious metal from the Dead Caves."
|
|
)
|
|
ITEM( 'o', 0x005050, "Orb of the Mind", itOrbPsi, IC_ORB, ZERO | IF_RANGED, RESERVED, osRanged,
|
|
"This orb allows you to instantly kill a non-adjacent enemy by clicking it. "
|
|
"Each use drains 30 charges."
|
|
)
|
|
ITEM( '!', 0xE2B227, "Royal Jelly", itRoyalJelly, IC_TREASURE, ZERO, RESERVED, osNone,
|
|
"This is what Hyperbug Queens eat. Very tasty and healthy."
|
|
)
|
|
ITEM( '*', 0x60C060, "Emerald", itEmerald, IC_TREASURE, ZERO, RESERVED, osNone,
|
|
"A precious green gem from the Emerald Mines."
|
|
)
|
|
ITEM( 'o', 0x421C52, "Orb of Invisibility", itOrbInvis, IC_ORB, ZERO | IF_PROTECTION | IF_EMPATHY, RESERVED, osNone,
|
|
"When you have this Orb, most monsters won't see you, unless "
|
|
"you are standing still, attacking, or picking up items."
|
|
)
|
|
ITEM( '*', 0xFFFF00, "Powerstone", itPower, IC_TREASURE, ZERO, RESERVED, osNone,
|
|
"A Stone from the Land of Power. You are not sure what it is exactly, but "
|
|
"as the Powerstones are kept in crystal cabinets, they are surely valuable."
|
|
)
|
|
ITEM( 'o', 0xFF4000, "Orb of Fire", itOrbFire, IC_ORB, ZERO | IF_FIREPROOF | IF_EMPATHY, RESERVED, osNone,
|
|
"When you have this Orb, you will leave a trail of fire behind you."
|
|
)
|
|
ITEM( '!', 0xFFFF00, "Holy Grail", itHolyGrail, IC_OTHER, ZERO, RESERVED, osNone, camelothelp )
|
|
ITEM( '?', 0x00FF00, "Grimoire", itGrimoire, IC_TREASURE, ZERO, RESERVED, osNone,
|
|
"The Grimoires contain many secrets of the Great Old Ones. "
|
|
"Each new inner circle in the Temple of Cthulhu contains new Grimoires, with new secrets. "
|
|
"You hope to read them when you return home, and to learn many things. "
|
|
"The knowledge is valuable to you, but it is rather pointless to try to get "
|
|
"several copies of the same Grimoire..."
|
|
)
|
|
ITEM( 'o', 0xFF8000, "Orb of the Dragon", itOrbDragon, IC_ORB, ZERO | IF_FIREPROOF | IF_RANGED, RESERVED, osRanged,
|
|
"This Orb allows you to throw fire, just like the Fire Cultists.\n\n"
|
|
"Each fire drains 5 charges. You are not allowed to throw fire into adjacent cells."
|
|
)
|
|
ITEM( 'o', 0x8B4513, "Orb of Trickery", itOrbIllusion, IC_ORB, ZERO | IF_RANGED, RESERVED, osRanged,
|
|
"This Orb allows you to create illusions of yourself. Illusions are targeted "
|
|
"by most monsters, just like yourself, Thumpers, and your friends.\n\n"
|
|
"Each illusion takes 5 charges to create, and one extra charge "
|
|
"per turn. You can also click your illusion to take it away, restoring 4 charges.\n\n"
|
|
"If you have both Orb of Teleport and Orb of Trickery, Illusion is cast "
|
|
"first -- you can then teleport on your Illusion to switch places with it."
|
|
)
|
|
ITEM( 'x', 0xFF0000, "Pirate Treasure", itPirate, IC_TREASURE, ZERO, RESERVED, osNone, "Ye wonder where did th' Pirates find all these riches...")
|
|
ITEM( '?', 0xFFFFFF, "Compass", itCompass, IC_OTHER, ZERO, RESERVED, osNone,
|
|
"The hyperbolic pirates have no use for treasure maps. However, they have found "
|
|
"out that a compass points to the center of the island. So they just go as "
|
|
"far towards the center as they can, and hide their treasure there."
|
|
)
|
|
ITEM( '*', 0xFF8080, "Red Gem", itRedGem, IC_TREASURE, ZERO, RESERVED, osNone, "A gem from the Red Rock Valley.")
|
|
ITEM( 'o', 0x6060FF, "Orb of Time", itOrbTime, IC_ORB, ZERO, RESERVED, osUtility,
|
|
"Normally, the power of most Orbs slowly fades away, even when "
|
|
"you are not actively using them. This Orb prevents this.\n\n"
|
|
|
|
"When you have the Orb of Time, Orbs which are not active won't lose their power. "
|
|
"Orbs are considered active if they have a continuous power which has actually "
|
|
"affected something in the last turn.\n\n"
|
|
|
|
"Orbs of Shielding remain active after being activated (even if you are no longer "
|
|
"attacked), and Orbs of Time have a bigger cap inside their native Caribbean than "
|
|
"outside."
|
|
)
|
|
ITEM( 'o', 0x40C0C0, "Orb of Space", itOrbSpace, IC_ORB, ZERO | IF_RANGED, RESERVED, osRanged,
|
|
"This Orb is able to bring faraway items to your location, even if there are "
|
|
"monsters or barriers on the way. The cost of "
|
|
"bringing an item (in charges) equals the square of its distance to you. Contrary "
|
|
"to some other Orbs, usage is not allowed if you have not enough power left."
|
|
)
|
|
ITEM( '!', 0xFF8080, "Bomberbird Egg", itBombEgg, IC_TREASURE, ZERO, RESERVED, osNone,
|
|
"Bomberbird eggs are big and tasty, and thus valuable. "
|
|
"They can hatch when left alone for some time (but this will never happen "
|
|
"if you are watching)."
|
|
)
|
|
ITEM( '*', 0xFFBF00, "Amber", itCoast, IC_TREASURE, ZERO, RESERVED, osNone,
|
|
"When the tide is away, beautiful ambers can be found on the hyperbolic beaches. "
|
|
"Perhaps there used to be a forest here?"
|
|
)
|
|
ITEM( '$', 0xFFFFFF, "Pearl", itWhirlpool, IC_TREASURE, ZERO, RESERVED, osNone,
|
|
"You do not know exactly why, but there are valuable pearls on many boats "
|
|
"in the whirlpool."
|
|
)
|
|
ITEM( 'o', 0x306000, "Orb of Friendship", itOrbFriend, IC_ORB, ZERO | IF_SHMUPLIFE | IF_REVIVAL, RESERVED, osFriend,
|
|
"This Orb summons a friendly Bomberbird."
|
|
)
|
|
ITEM( 'o', 0x000060, "Orb of Water", itOrbWater, IC_ORB, ZERO | IF_EMPATHY, RESERVED, osNone,
|
|
"This Orb allows your boat to go against the current, "
|
|
"and also to go into the land, creating water on the way."
|
|
)
|
|
ITEM( 'o', 0xC0C0FF, "Orb of Air", itOrbAir, IC_ORB, ZERO | IF_RANGED, RESERVED, osRanged,
|
|
"This Orb allows you to blow your enemies away.\n\n"
|
|
"Click a monster to blow it one cell away. It cannot be used against mimics, ghosts, sharks and other monsters restricted to a specific terrain, and multi-tile monsters."
|
|
)
|
|
ITEM( '?', 0x802000, "Hypersian Rug", itPalace, IC_TREASURE, ZERO, RESERVED, osNone,
|
|
"Nice, a hyperbolic rug! It will not fit very well on your flat Euclidean floor, but who cares?")
|
|
ITEM( 'o', 0x60A060, "Orb of the Frog", itOrbFrog, IC_ORB, ZERO | IF_RANGED, RESERVED, osRanged,
|
|
"This Orb lets you jump to a place which is two cell away from you, in a single turn. "
|
|
"You can jump over water, chasms and fire, but not over walls.")
|
|
ITEM( '*', 0x800000, "Garnet", itFjord, IC_TREASURE, ZERO, RESERVED, osNone, "Vikings believe that garnets improve their strength.")
|
|
ITEM( 'o', 0x0070C0, "Orb of the Fish", itOrbFish, IC_ORB, ZERO | IF_EMPATHY, RESERVED, osNone,
|
|
"This Orb lets you dive into the water. While diving, you are able to see and collect underwater treasures, "
|
|
"while being invisible to monsters yourself. You are afraid of jumping into the water straight from a boat, so usually you won't do it."
|
|
)
|
|
ITEM( 'o', 0xC00000, "Orb of Discord", itOrbDiscord, IC_ORB, ZERO, RESERVED, osFriend,
|
|
"Causes most monsters to attack other monsters, not only you and your friends.")
|
|
ITEM( 'P', 0x00FF00, "SAVE", itSavedPrincess, IC_NAI, ZERO, RESERVED, osNone, princessdesc)
|
|
ITEM( 'o', 0xFF208F, "Orb of Love", itOrbLove, IC_ORB, ZERO | IF_SHMUPLIFE, RESERVED, osLove,
|
|
"Love takes time, but it heals all wounds, and transcends time and space.\n\n"
|
|
"The Orb of Love is worth 30$$$, if you end the game with it.\n"
|
|
)
|
|
ITEM( '/', 0xFFFFE0, "Ivory Figurine", itIvory, IC_TREASURE, ZERO, RESERVED, osNone,
|
|
"A beautiful figurine, made of ivory. Figurines close to the base of the Tower "
|
|
"tend to disappear after you have collected many of them."
|
|
)
|
|
ITEM( '*', 0x606060, "Onyx", itZebra, IC_TREASURE, ZERO, RESERVED, osNone, "A black gem with white stripes. It is beautiful.")
|
|
ITEM( '%', 0xFF8000, "Fire Shard", itFireShard, IC_OTHER, ZERO | IF_SHARD, RESERVED, osNone, elemdesc)
|
|
ITEM( '%', 0x8080C0, "Air Shard", itAirShard, IC_OTHER, ZERO | IF_SHARD, RESERVED, osNone, elemdesc)
|
|
ITEM( '%', 0x80C080, "Earth Shard", itEarthShard, IC_OTHER, ZERO | IF_SHARD, RESERVED, osNone, elemdesc)
|
|
ITEM( '%', 0x0000C0, "Water Shard", itWaterShard, IC_OTHER, ZERO | IF_SHARD, RESERVED, osNone, elemdesc)
|
|
ITEM( '*', 0xF0F0F0, "Elemental Gem", itElemental, IC_TREASURE, ZERO, RESERVED, osNone, elemdesc)
|
|
ITEM( 'o', 0x309060, "Orb of Summoning", itOrbSummon, IC_ORB, ZERO | IF_RANGED, RESERVED, osRanged,
|
|
"This orb allows you to summon monsters. Usually, they are either Elementals or "
|
|
"native creatures. While the monsters do not like being summoned, and will "
|
|
"attack you once they recover from summoning sickness, such summoning "
|
|
"often has its uses."
|
|
)
|
|
ITEM( 'o', 0x306090, "Orb of Matter", itOrbMatter, IC_ORB, ZERO | IF_RANGED, RESERVED, osRanged,
|
|
"This Orb allows to temporarily create impassable matter, either to block paths or "
|
|
"to build bridges across chasms and waters.")
|
|
ITEM( '*', 0xF0F000, "Bounty", itBounty, IC_TREASURE, ZERO, RESERVED, osNone, wildwestdesc)
|
|
ITEM( '[', 0xC0C0C0, "Revolver", itRevolver, IC_OTHER, ZERO | IF_RANGED, RESERVED, osRanged, wildwestdesc)
|
|
ITEM( '*', 0xF0F080, "Fulgurite", itFulgurite, IC_TREASURE, ZERO, RESERVED, osNone, elecdesc)
|
|
ITEM( '%', 0xFFFFFF, "Mutant Sapling", itMutant, IC_TREASURE, ZERO, RESERVED, osNone, overdesc)
|
|
ITEM( 'o', 0xA08000, "Orb of Stunning", itOrbStunning, IC_ORB, ZERO | IF_RANGED, RESERVED, osRanged,
|
|
"This Orb allows you to target monsters to stun them. "
|
|
"10 charges are used to stun for 5 turns. Does not "
|
|
"work against multi-tile monsters.")
|
|
ITEM( 'o', 0xC00000, "Orb of Luck", itOrbLuck, IC_ORB, ZERO, RESERVED, osUtility,
|
|
"This Orb allows you to find new lands more easily. "
|
|
"Lands where you have already collected less treasure, "
|
|
"and especially the Crossroads, are more likely to "
|
|
"spawn while you have this. Additionally, Orbs of Safety "
|
|
"are more likely to spawn in the Whirlpool."
|
|
)
|
|
ITEM( '%', 0xD03030, "Mutant Fruit", itMutant2, IC_TREASURE, ZERO, RESERVED, osNone, cleardesc)
|
|
ITEM( 'o', 0xC00000, "Orb of Freedom", itOrbFreedom, IC_ORB, ZERO, RESERVED, osOffensive,
|
|
"This orb is activated if you are unable to escape (radius 4) "
|
|
"without making illegal moves or "
|
|
"going through cells which are currently adjacent to enemy monsters. "
|
|
"Most game over situations are covered by this, but generally, "
|
|
"this orb is oversensitive...\n\n"
|
|
"When activated, it creates a Flash effect of radius 5."
|
|
)
|
|
ITEM( '%', 0x606060, "Black Lotus", itLotus, IC_TREASURE, ZERO, RESERVED, osNone,
|
|
"This beautiful flower is greatly prized by wizards, as it allows them to cast powerful magical spells "
|
|
"without preparation.\n"
|
|
)
|
|
ITEM( 'o', 0x505050, "Orb of Undeath", itOrbUndeath, IC_ORB, ZERO | IF_EMPATHY | IF_SHMUPLIFE | IF_REVIVAL, RESERVED, osFriend,
|
|
"Monsters slain by you in melee are turned into friendly ghosts, "
|
|
"Does not affect plants and friends."
|
|
)
|
|
ITEM( '*', 0x8080FF, "White Dove Feather", itWindstone, IC_TREASURE, ZERO, RESERVED, osNone,
|
|
"This feather is truly beautiful and strong."
|
|
)
|
|
ITEM( 'o', 0xC00060, "Orb of Empathy", itOrbEmpathy, IC_ORB, ZERO | IF_SHMUPLIFE, RESERVED, osFriend,
|
|
"This Orb lets your allies to share your Orb powers.\n\n"
|
|
"The following Orbs are affected:"
|
|
)
|
|
ITEM( '>', 0x0000FF, "strong wind", itStrongWind, IC_NAI, ZERO, RESERVED, osNone,
|
|
"In the Windy Plains, you can let the wind carry you, "
|
|
"causing you to move two cells with the wind in a single turn. "
|
|
"This cannot be done if you are standing at distance at most 2 "
|
|
"from the Air Elemental, or if any of the three cells on the way "
|
|
"has two wind directions.\n\n"
|
|
"Press 't' or click the destination to activate."
|
|
)
|
|
ITEM( 'x', 0xFF00FF, "buggy item", itBuggy, IC_NAI, ZERO, RESERVED, osNone,
|
|
"Please report this as a bug."
|
|
)
|
|
ITEM( 'x', 0xFFFF00, "buggy item", itBuggy2, IC_NAI, ZERO, RESERVED, osNone,
|
|
"Please report this as a bug."
|
|
)
|
|
ITEM( '%', 0x744c7c / 4 + 0x800000, "Thornless Rose", itRose, IC_TREASURE, ZERO, RESERVED, osNone,
|
|
"A big, beautiful, magical flower."
|
|
)
|
|
ITEM( '*', 0xFF40A0, "Coral", itCoral, IC_TREASURE, ZERO, RESERVED, osNone,
|
|
"Corals have a somewhat hyperbolic structure even in your home world, "
|
|
"but natural corals from the Warped Sea have truly beautiful shapes. "
|
|
"Ratlings know the value of corals, and thus keep them in boats for safety."
|
|
)
|
|
ITEM( 'o', 0x764e7c*2, "Orb of Beauty", itOrbBeauty, IC_ORB, ZERO, RESERVED, osNone,
|
|
"This Orb makes you stunningly beautiful. "
|
|
"Monsters which come next to you will be stunned for one turn. "
|
|
"Multi-tile monsters are not affected. Additionally, it makes you immune to "
|
|
"beauty."
|
|
)
|
|
ITEM( 'o', 0xFFFF80, "Orb of the Warp", itOrb37, IC_ORB, ZERO, RESERVED, osWarping,
|
|
"This Orb creates a warped zone of radius 5 around you, "
|
|
"and also allows you to move diagonally in warped zones."
|
|
)
|
|
ITEM( 'o', 0xFFFF80, "Orb of Energy", itOrbEnergy, IC_ORB, ZERO, RESERVED, osUtility,
|
|
"This Orb halves the power usage of orbs which cost some "
|
|
"charges with each activation. It even affects the "
|
|
"one-shot orbs such as Flash or Teleport. If such an activation "
|
|
"normally costs x charges, it costs only x/2 (rounded up) "
|
|
"if you have an Orb of Energy."
|
|
)
|
|
ITEM( 't', 0x487830, "Baby Tortoise", itBabyTortoise, IC_TREASURE, ZERO, RESERVED, osNone, tortoisedesc)
|
|
ITEM( 'o', 0x487830, "Orb of the Shell", itOrbShell, IC_ORB, ZERO | IF_PROTECTION, RESERVED, osNone,
|
|
"This Orb protects you from physical attacks. "
|
|
"It lasts for more turns than the Orb of Shielding, but "
|
|
"10 charges are lost whenever you are attacked. "
|
|
"It also does not protect you from fires, scents, and being eaten."
|
|
)
|
|
ITEM( '!', 0xc00000, "Apple", itApple, IC_TREASURE, ZERO, RESERVED, osNone, "A fruit from the Yendorian Forest.")
|
|
ITEM( '!', 0xFF6000, "Dragon Scale", itDragon, IC_TREASURE, ZERO | IF_FIREPROOF, RESERVED, osNone,
|
|
"Dragon Scales are a prized material for armors. "
|
|
"They are also prized by collectors, who would like to boast "
|
|
"about how they have killed a Dragon.\n\n"
|
|
"Dragon Scales disappear after 500 turns."
|
|
)
|
|
ITEM( 'o', 0x900000, "Orb of Domination", itOrbDomination, IC_ORB, ZERO | IF_RANGED | IF_SHMUPLIFE, RESERVED, osRanged,
|
|
"This Orb lets you ride Dragons and other worm-like creatures. "
|
|
"Simply move onto such a creature to ride them; while riding, you are protected from dangerous terrains "
|
|
"and partially from attacks (they cause you to lose half of your Domination power), "
|
|
"but you cannot collect items.\n\n"
|
|
/*When only one charge is left, "
|
|
"you have to dismount this turn -- be very careful to make this possible, "
|
|
"as your mount could attack you immediately!\n\n" */
|
|
"While riding, "
|
|
"click on a location to order your mount to move or attack there."
|
|
)
|
|
ITEM( 'o', 0xFFFF80, "Orb of the Sword", itOrbSword, IC_ORB, ZERO, RESERVED, osDirectional,
|
|
"This Orb gives you a weapon made of pure magical energy. You do not hold "
|
|
"it, it simply floats in the air next to you. When you go, the energy sword moves "
|
|
"with you, pointing at the same relative angle it pointed before -- you cannot "
|
|
"move or rotate it otherwise. Most monsters can be killed by moving the sword into them, "
|
|
"and won't move into the spot with the sword."
|
|
)
|
|
ITEM( 'x', 0x4040FF, "Sunken Treasure", itKraken, IC_TREASURE, ZERO, RESERVED, osNone,
|
|
"Cargo of a ship which was once destroyed by a Kraken." )
|
|
ITEM( 'o', 0xFF8040, "Orb of the Sword II", itOrbSword2, IC_ORB, ZERO, RESERVED, osDirectional,
|
|
"An alternative version of Orb of the Sword. If you have both of them, "
|
|
"you have two energy swords, facing in opposite directions."
|
|
)
|
|
ITEM( '*', 0xFFFF80, "Ancient Jewelry", itBarrow, IC_TREASURE, ZERO, RESERVED, osNone,
|
|
"Precious belongings of ancient Viking heroes. Your Orb of the Sword can be "
|
|
"used to dig these treasures out of the barrows."
|
|
)
|
|
ITEM( '!', 0xFFD700, "Golden Egg", itTrollEgg, IC_TREASURE, ZERO, RESERVED, osNone,
|
|
"Trolls of Trollheim are descendants of a bridge Troll, who collected "
|
|
"payments from people crossing the bridge. One of them paid with "
|
|
"golden eggs. The bridge Troll found the eggs beautiful, but he quickly lost them. "
|
|
"Golden eggs are still revered by Trolls, and you can find them in their "
|
|
"caves."
|
|
)
|
|
ITEM( '!', 0xFF0000, "Warning", itWarning, IC_NAI, ZERO, RESERVED, osNone, warningdesc
|
|
)
|
|
ITEM( 'o', 0x808080, "Orb of the Stone", itOrbStone, IC_ORB, ZERO | IF_EMPATHY, RESERVED, osNone,
|
|
"Trolls turn into stone walls when they die. When you have this Orb, "
|
|
"this happens to every monster you defeat. Statues created from this Orb "
|
|
"have slightly different properties than Trolls who petrify naturally."
|
|
)
|
|
ITEM( 'o', 0xC08000, "Orb of Nature", itOrbNature, IC_ORB, ZERO | IF_RANGED | IF_SHMUPLIFE, RESERVED, osRanged, naturedesc )
|
|
ITEM( '%', 0x800080, "Treat", itTreat, IC_TREASURE, ZERO | IF_FIREPROOF, RESERVED, osNone, halloweendesc )
|
|
ITEM( '%', 0x30A030, "Slime Mold", itSlime, IC_TREASURE, ZERO, RESERVED, osNone,
|
|
"A very interesting species of slime mold."
|
|
)
|
|
ITEM( '*', 0xFF00FF, "Amethyst", itAmethyst, IC_TREASURE, ZERO, RESERVED, osNone, "A beatiful purple gem from the Lost Mountain." )
|
|
ITEM( 'o', 0xC00040, "Orb of Recall", itOrbRecall, IC_ORB, ZERO, RESERVED, osNone,
|
|
"When the charges on this Orb expire, "
|
|
"you will be automatically returned to the place where you have found it. "
|
|
"Extra Orbs of Recall delay this without changing the recall location. "
|
|
"Pick up an Orb of Safety causes an immediate recall.")
|
|
ITEM( ']', 0x8080FF, "Dodecahedron", itDodeca, IC_TREASURE, ZERO, RESERVED, osNone,
|
|
"These dodecahedra made of a mysterious material are the Reptiles' favorite toy."
|
|
)
|
|
ITEM( 'o', 0x8080FF, "Orb of Vaulting", itOrbDash, IC_ORB, ZERO | IF_RANGED, RESERVED, osRanged,
|
|
"This Orb allows you to jump over an adjacent monster, killing or stunning it. "
|
|
"You can only vault in a roughly straight line. "
|
|
"Target a cell on the other side to use it."
|
|
)
|
|
ITEM( '$', 0x80FF80, "Green Grass", itGreenGrass, IC_TREASURE, ZERO, RESERVED, osNone, prairiedesc )
|
|
ITEM( 'o', 0xC09090, "Orb of Horns", itOrbHorns, IC_ORB, ZERO, RESERVED, osDirectional,
|
|
"After you move while having this Orb, you immediately attack the next cell in the straight line "
|
|
"(or two cells, when moving on a heptagon). This attack is slightly stronger than your normal "
|
|
"attack: it can stun some of the monsters which cannot be killed or stunned normally."
|
|
)
|
|
ITEM( 'o', 0xA05020, "Orb of the Bull", itOrbBull, IC_ORB, ZERO, RESERVED, osDirectional,
|
|
"You get the powers of Shield, Horns, and Thorns after you move two moves in a straight line "
|
|
"with this Orb." )
|
|
ITEM( '$', 0xC060C0, "Spinel", itBull, IC_TREASURE, ZERO, RESERVED, osNone, bulldashdesc )
|
|
ITEM( 'o', 0xC0C0FF, "Orb of the Mirror", itOrbMirror, IC_ORB, ZERO, RESERVED, osNone,
|
|
"Use Orb of the Mirror to gain copies of one of your Orbs; "
|
|
"mirroring weaker Orbs usually yields more copies. "
|
|
"It can only be used once per Orb type, "
|
|
"and only when you are next to a mirror."
|
|
)
|
|
ITEM( 'O', 0xF0F0F0, "your orbs", itInventory, IC_OTHER, ZERO, RESERVED, osNone,
|
|
"Click this to see your orbs.")
|
|
ITEM( '%', 0xE0E000, "Lava Lily", itLavaLily, IC_TREASURE, ZERO | IF_FIREPROOF, RESERVED, osNone,
|
|
"This plant, able to survive in the extreme conditions of the Volcanic Wasteland, "
|
|
"is a valuable alchemical ingredient."
|
|
)
|
|
ITEM( '*', 0x40E0D0, "Turquoise", itHunting, IC_TREASURE, ZERO, RESERVED, osNone,
|
|
"Hunters believe that wearing a Turquoise amulet will improve their accuracy. "
|
|
"This one has been lost, but the hunting dogs are guarding it until the owner returns.")
|
|
ITEM( '*', 0x009090, "Forgotten Relic", itBlizzard, IC_TREASURE, ZERO, RESERVED, osNone, blizzarddesc)
|
|
ITEM( '(', 0xFFE080, "Ancient Weapon", itTerra, IC_TREASURE, ZERO, RESERVED, osNone,
|
|
"This ancient weapon is beautifully encrusted with precious gems, but you prefer your own -- it is much lighter.")
|
|
ITEM( 'o', 0x307080, "Orb of Slashing", itOrbSide1, IC_ORB, ZERO | IF_EMPATHY, RESERVED, osOffensive,
|
|
"Whenever you attack with this Orb, you also hit the monsters adjacent both to you and the monster you originally attacked.")
|
|
ITEM( 'o', 0x30A080, "Orb of the Triangle", itOrbSide2, IC_ORB, ZERO | IF_EMPATHY, RESERVED, osOffensive,
|
|
"Whenever you attack with this Orb, you also hit the monsters adjacent to you which are neither adjacent nor opposite to the monster "
|
|
"you originally attacked.")
|
|
ITEM( 'o', 0x30D080, "Orb of Ferocity", itOrbSide3, IC_ORB, ZERO | IF_EMPATHY, RESERVED, osOffensive,
|
|
"Whenever you attack with this Orb, you also hit the monsters adjacent to you and opposite to the monster you originally attacked.")
|
|
ITEM( 'o', 0xD08030, "Orb of Lava", itOrbLava, IC_ORB, ZERO | IF_FIREPROOF, RESERVED, osUtility,
|
|
"This Orb summons a minor volcanic activity around you. "
|
|
"All the heptagonal cells adjacent to enemies in distance at most 5 to you "
|
|
"will be set on fire. Does not affect the cell you are on, and enemies resistant to fire.")
|
|
ITEM( 'o', 0x3080D0, "Orb of Change", itOrbMorph, IC_ORB, ZERO | IF_RANGED, RESERVED, osRanged,
|
|
"This ranged Orb will transform the target monster into one without any special powers. It also stuns them for one turn. "
|
|
"Does not affect multi-tile monsters.")
|
|
ITEM( '!', 0x80FF00, "Glowing Crystal", itGlowCrystal, IC_TREASURE, ZERO, RESERVED, osNone, crystaldesc)
|
|
ITEM( '!', 0x80FF80, "Snake Oil", itSnake, IC_TREASURE, ZERO, RESERVED, osNone, "Made of actual snakes!")
|
|
ITEM( '!', 0x80FF80, "Sea Glass", itDock, IC_TREASURE, ZERO, RESERVED, osNone, NODESCYET)
|
|
ITEM( '*', 0xBBCC99, "Chrysoberyl", itRuins, IC_TREASURE, ZERO, RESERVED, osNone, "Fragment of the past glory.")
|
|
ITEM( '*', 0x80FF80, "Monopole", itMagnet, IC_TREASURE, ZERO, RESERVED, osNone, NODESCYET)
|
|
ITEM( '!', 0xFF00FF, "Tasty Jelly", itSwitch, IC_TREASURE, ZERO, RESERVED, osNone, "A tasty byproduct of the Jelly Revolution.")
|
|
ITEM( 'o', 0x80FF80, "Orb of Phasing", itOrbPhasing, IC_ORB, ZERO, RESERVED, osNone,
|
|
"This orb lets you pass through walls (one cell wide), and also through monsters, as long as they will not attack you in transit.")
|
|
ITEM( 'o', 0xFFFF80, "Orb of Magnetism", itOrbMagnetism, IC_ORB, ZERO, RESERVED, osNone, NODESCYET)
|
|
ITEM( 'o', 0x202020, "Orb of Slaying", itOrbSlaying, IC_ORB, ZERO | IF_EMPATHY, RESERVED, osOffensive,
|
|
"This Orb lets you defeat Raiders and other tough single-cell monsters in melee."
|
|
)
|
|
ITEM( '*', 0xFFA860, "Tiger's Eye", itBrownian, IC_TREASURE, ZERO, RESERVED, osNone,
|
|
"A brown gem."
|
|
)
|
|
ITEM( '$', 0xF0C0C0, "Meteorite", itWest, IC_TREASURE, ZERO, RESERVED, osNone,
|
|
"These rocks falling from the sky have been captured to fall forever in the artificial gravity. Meteorite iron is believed to be a valuable material for magical weapons.")
|
|
ITEM( '*', 0x30FF30, "Torbernite", itVarTreasure, IC_TREASURE, ZERO, RESERVED, osNone,
|
|
"Crystals emiting magical radiation.")
|
|
ITEM( 'o', 0x703800, "Orb of Intensity", itOrbIntensity, IC_ORB, ZERO, RESERVED, osNone,
|
|
"When you have this, initial and maximal charge amounts of all Orbs are increased by 20%."
|
|
)
|
|
ITEM( 'o', 0x80D080, "Orb of Gravity", itOrbGravity, IC_ORB, ZERO | IF_SHMUPLIFE, RESERVED, osWarping,
|
|
"This Orb lets you magically control gravity around you. In lands with unusual gravity, the options are: usual gravity (no change, except that it may disrupt birds), "
|
|
"anti-gravity (causes the direction of gravity to be reversed), levitation (you can move in directions which are neither up nor down, "
|
|
"or between cells if one of them has a wall in a 'neutral' direction). In lands with standard gravity, levitation lets creatures to avoid traps, chasms, "
|
|
"and water, while anti-gravity makes it possible to move only when next to a wall (movement between cells without adjacent walls is not allowed). "
|
|
"For each move, the gravity is based on what you do, and all enemies in the effective range are affected (for example, if you move next to a wall in a non-gravity land, "
|
|
"anti-gravity kicks in and monsters will not be able to move in open space)."
|
|
)
|
|
ITEM( 'o', 0xD08080, "Orb of Choice", itOrbChoice, IC_ORB, ZERO, RESERVED, osNone,
|
|
"Did you know that it is possible to break a magical sphere into finitely many parts, and then, out of the parts obtained, to make two magical spheres, just like the original? "
|
|
"Hyperbolic geometry makes this even easier!\n\n"
|
|
"When you pick up another Orb, it will not disappear from the ground -- Orb of Choice will be drained instead."
|
|
)
|
|
//ITEM( '*', 0x26619C, "Lapis Lazuli", itLapisLazuli, IC_TREASURE, ZERO, RESERVED, osNone, NODESCYET)
|
|
|
|
WALL( '.', 0xFF00FF, "no wall", waNone, ZERO | WF_HEATCOLOR, RESERVED, 0, sgNone, NULL)
|
|
WALL( '#', 0x8080FF, "ice wall", waIcewall, WF_WALL | WF_HIGHWALL | WF_HEATCOLOR, RESERVED, 0, sgNone,
|
|
"Ice Walls melt after some time has passed."
|
|
)
|
|
WALL( '#', 0xC06000, "great wall", waBarrier, WF_WALL | WF_HIGHWALL, RESERVED, 0, sgNone, barrierhelp)
|
|
WALL( '+', 0x900030, "red slime", waFloorA, ZERO | WF_ALCHEMY, RESERVED, 0, sgFloorA, slimehelp )
|
|
WALL( '+', 0x300090, "blue slime", waFloorB, ZERO | WF_ALCHEMY, RESERVED, 0, sgFloorB, slimehelp )
|
|
WALL( '#', 0xA0D0A0, "living wall", waCavewall, WF_WALL | WF_HIGHWALL, RESERVED, 0, sgCave, cavehelp)
|
|
WALL( '.', 0x306060, "living floor", waCavefloor, ZERO, RESERVED, 0, sgNone,cavehelp)
|
|
WALL( '#', 0xD03030, "dead rock troll", waDeadTroll, WF_WALL | WF_HIGHWALL, RESERVED, 0, sgNone, trollhelp)
|
|
WALL( '#', 0xCDA98F, "sand dune", waDune, WF_WALL | WF_HIGHWALL | WF_CONE, RESERVED, 0, sgNone,
|
|
"A natural terrain feature of the Desert."
|
|
)
|
|
WALL( '%', 0xC0C0FF, "Magic Mirror", waMirror, WF_WALL, RESERVED, 0, sgNone,
|
|
"You can go inside the Magic Mirror, and produce some mirror images to help you."
|
|
)
|
|
WALL( '%', 0xFFC0C0, "Cloud of Mirage", waCloud, WF_WALL, RESERVED, 0, sgNone,
|
|
"Tiny droplets of magical water. You see images of yourself inside them. "
|
|
"Go inside the cloud, to make these images help you.")
|
|
WALL( '^', 0x8D694F, "Thumper", waThumperOff, WF_WALL | WF_ACTIVABLE | WF_THUMPER, RESERVED, 0, sgNone, thumpdesc)
|
|
WALL( '^', 0x804000, "Fire", waFire, WF_FIRE | WF_TIMEOUT, RESERVED, 0, sgNone,
|
|
"This cell is on fire. Most beings and items cannot survive."
|
|
)
|
|
WALL( '+', 0xC0C0C0, "ancient grave", waAncientGrave, WF_WALL | WF_HIGHWALL | WF_GRAVE, RESERVED, 0, sgNone,
|
|
"An ancient grave."
|
|
)
|
|
WALL( '+', 0xD0D080, "fresh grave", waFreshGrave, WF_WALL | WF_HIGHWALL | WF_GRAVE, RESERVED, 0, sgNone,
|
|
"A fresh grave. Necromancers like those."
|
|
)
|
|
WALL( '#', 0x00FFFF, "column", waColumn, WF_WALL | WF_HIGHWALL, RESERVED, 0, sgNone,
|
|
"A piece of architecture typical to R'Lyeh."
|
|
)
|
|
WALL( '=', 0xFFFF00, "lake of sulphur", waSulphurC, ZERO | WF_CHASM | WF_SULPHURIC, RESERVED, 0, sgNone, lakeDesc )
|
|
WALL( '=', 0xFFFF00, "lake of sulphur", waSulphur, ZERO | WF_CHASM | WF_SULPHURIC, RESERVED, 0, sgNone, lakeDesc )
|
|
WALL( '=', 0x000080, "lake", waLake, WF_WATER | WF_HEATCOLOR, RESERVED, 0, sgWater,
|
|
"An impassable lake in Cocytus."
|
|
)
|
|
WALL( '_', 0x000080, "frozen lake", waFrozenLake, ZERO | WF_HEATCOLOR, RESERVED, 0, sgNone, cocytushelp )
|
|
WALL( '>', 0x101010, "chasm", waChasm, ZERO | WF_CHASM, RESERVED, 0, sgNone,
|
|
"It was a floor... until something walked on it."
|
|
)
|
|
WALL( '>', 0x101010, "chasmD", waChasmD, WF_WALL, RESERVED, 0, sgNone,
|
|
"It was a floor... until something walked on it."
|
|
)
|
|
WALL( '#', 0x60C000, "big tree", waBigTree, WF_WALL | WF_HIGHWALL | WF_STDTREE | WF_CONE, RESERVED, 0, sgNone, foresthelp)
|
|
WALL( '#', 0x006000, "tree", waSmallTree, WF_WALL | WF_HIGHWALL | WF_STDTREE | WF_CONE, RESERVED, 0, sgNone, foresthelp)
|
|
WALL( '#', 0x421C52*2, "vine", waVinePlant, WF_WALL | WF_HIGHWALL, RESERVED, 0, sgVine, vinehelp)
|
|
WALL( ':', 0x006000, "vine", waVineHalfA, ZERO | WF_NOFLIGHT | WF_HALFVINE, RESERVED, 0, sgVine, hvinehelp)
|
|
WALL( ';', 0x006000, "vine", waVineHalfB, ZERO | WF_NOFLIGHT | WF_HALFVINE, RESERVED, 0, sgVine, hvinehelp)
|
|
WALL( '^', 0x804000, "partial fire", waPartialFire, WF_FIRE | WF_TIMEOUT, RESERVED, 0, sgNone, "This cell is partially on fire.")
|
|
WALL( '#', 0xA07070, "dead wall", waDeadwall, WF_WALL | WF_HIGHWALL, RESERVED, 0, sgCave, deadcavehelp)
|
|
WALL( '.', 0x401010, "dead floor", waDeadfloor, ZERO, RESERVED, 0, sgNone,deadcavehelp)
|
|
WALL( '.', 0x905050, "rubble", waDeadfloor2, ZERO, RESERVED, 1, sgNone, "Dead floor, with some rubble.")
|
|
WALL( '#', 0xD0D010, "weird rock", waWaxWall, WF_WALL | WF_HIGHWALL, RESERVED, 0, sgNone,
|
|
"A weirdly colored rock. Hyperentomologists claim that the "
|
|
"Hyperbug armies use these rocks to navigate back home after a victorious battle."
|
|
)
|
|
WALL( '#', 0x8080C0, "crystal cabinet", waGlass, WF_WALL, RESERVED, 0, sgNone,
|
|
"Witches use these crystal cabinets to protect Powerstones, as well as the more "
|
|
"expensive Orbs. They are partially protected from thieves: they are too strong "
|
|
"to be smashed by conventional attacks, and if you try to steal the item "
|
|
"using an Orb of Aether, your Aether power will be completely drained."
|
|
)
|
|
WALL( '#', 0xC0C0C0, "wall of Camelot", waCamelot, WF_WALL | WF_HIGHWALL, RESERVED, 0, sgNone, camelothelp )
|
|
WALL( '+', 0xA06000, "Round Table", waRoundTable, WF_WALL, RESERVED, 1, sgNone, camelothelp )
|
|
WALL( '=', 0x0000A0, "moat of Camelot", waCamelotMoat, WF_WATER, RESERVED, 0, sgWater, camelothelp)
|
|
WALL( '+', 0x606060, "big statue of Cthulhu", waBigStatue, WF_WALL, RESERVED, 0, sgNone,
|
|
"These statues of Cthulhu are too large to carry, and they don't look too "
|
|
"valuable anyway. Most monsters will never go through them... they probably have "
|
|
"their reasons. But you can go! When you move into the cell containing "
|
|
"a statue, you push the statue to the cell you left.\n"
|
|
)
|
|
WALL( '=', 0x0000A0, "sea", waSea, WF_WATER, RESERVED, 0, sgWater, caribbeanhelp)
|
|
WALL( '+', 0x0000A0, "boat", waBoat, ZERO | WF_BOAT | WF_NOFLIGHT, RESERVED, 0, sgNone,
|
|
"Hyperbolic pirates do not need huge ships, since so many lands to conquest "
|
|
"are so close. These small boats are enough for them.\n\n"
|
|
"Boats allow you to go through water. If you are in a boat, you can move into "
|
|
"a water cell (and the boat will come with you)."
|
|
)
|
|
WALL( '.', 0x00FF00, "island", waCIsland, ZERO | WF_CISLAND, RESERVED, 0, sgNone, cislandhelp)
|
|
WALL( '.', 0x80C060, "island", waCIsland2, ZERO | WF_CISLAND, RESERVED, 0, sgNone, cislandhelp)
|
|
WALL( '#', 0x006000, "tree", waCTree, WF_WALL | WF_HIGHWALL | WF_CONE | WF_CISLAND, RESERVED, 0, sgTree,
|
|
"The forests of Caribbean are too dense to be traversed by humans, "
|
|
"and they are hard to burn. Many colorful parrots can be found there."
|
|
)
|
|
WALL( ',', 0x800000, "rock I", waRed1, ZERO | WF_RED, RESERVED, 1, sgNone, redrockhelp)
|
|
WALL( ':', 0xC00000, "rock II", waRed2, ZERO | WF_RED, RESERVED, 2, sgNone, redrockhelp)
|
|
WALL( ';', 0xFF0000, "rock III", waRed3, ZERO | WF_RED, RESERVED, 3, sgNone, redrockhelp)
|
|
WALL( '.', 0xD0D0D0, "minefield", waMineUnknown, ZERO, RESERVED, 0, sgNone, minedesc)
|
|
WALL( '.', 0xD0D0D0, "minefield", waMineMine, ZERO, RESERVED, 0, sgNone, minedesc)
|
|
WALL( '.', 0x909090, "cell without mine", waMineOpen, ZERO, RESERVED, 0, sgNone, minedesc)
|
|
WALL( '+', 0x808000, "stranded boat", waStrandedBoat, ZERO | WF_BOAT | WF_NOFLIGHT, RESERVED, 0, sgNone,
|
|
"This boat cannot go through the sand. But if you sit inside and "
|
|
"wait for the tide, you will be able to use it to travel through the Ocean."
|
|
)
|
|
WALL( '#', 0xFFD500, "palace wall", waPalace, WF_WALL | WF_HIGHWALL, RESERVED, 0, sgNone, palacedesc )
|
|
WALL( '+', 0xFFFFFF, "closed gate", waClosedGate, WF_WALL | WF_HIGHWALL, RESERVED, 0, sgNone, gatedesc )
|
|
WALL( '-', 0x404040, "open gate", waOpenGate, ZERO, RESERVED, 0, sgNone, gatedesc )
|
|
WALL( '_', 0xC00000, "closing plate", waClosePlate, ZERO, RESERVED, 0, sgNone, gatedesc )
|
|
WALL( '_', 0x00C050, "opening plate", waOpenPlate, ZERO, RESERVED, 0, sgNone, gatedesc )
|
|
WALL( '_', 0x202020, "trapdoor", waTrapdoor, ZERO, RESERVED, 0, sgNone, "This floor will fall after someone goes there. Go quickly!" )
|
|
WALL( '+', 0xFF0000, "giant rug", waGiantRug, ZERO, RESERVED, 0, sgNone,
|
|
"This is the biggest Hypersian Rug you have ever seen! "
|
|
"Unfortunately, it is too large to take it as a trophy." )
|
|
WALL( '#', 0xfffff0, "platform", waPlatform, WF_WALL | WF_HIGHWALL, RESERVED, 0, sgNone, "You can stand here.")
|
|
WALL( '#', 0x909090, "stone gargoyle", waGargoyle, WF_WALL | WF_HIGHWALL, RESERVED, 0, sgNone, gargdesc)
|
|
WALL( '.', 0xB0B0B0, "stone gargoyle floor", waGargoyleFloor, ZERO, RESERVED, 1, sgNone, gargdesc)
|
|
WALL( '.', 0x909090, "rubble", waRubble, ZERO, RESERVED, 1, sgNone, "Some rubble.")
|
|
WALL( '+', 0x804000, "ladder", waLadder, ZERO, RESERVED, 0, sgNone,
|
|
"You can use this ladder to climb the Tower."
|
|
)
|
|
WALL( '#', 0xC0C0C0, "limestone wall", waStone, WF_WALL | WF_HIGHWALL, RESERVED, 0, sgNone, "Simply a wall. Mostly.")
|
|
WALL( '^', 0x804000, "Bonfire", waBonfireOff, WF_WALL | WF_ACTIVABLE, RESERVED, 0, sgNone,
|
|
"A heap of wood that can be used to start a fire. Everything is already here, you just need to touch it to fire it."
|
|
)
|
|
WALL( '^', 0x8D694F, "Thumper", waThumperOn, WF_WALL | WF_TIMEOUT | WF_PUSHABLE | WF_THUMPER, RESERVED, 0, sgNone,
|
|
"A device that attracts sandworms and other enemies. You need to activate it.")
|
|
WALL( '^', 0x804000, "Eternal Fire", waEternalFire, WF_FIRE, RESERVED, 0, sgNone,
|
|
"This fire never burns out."
|
|
)
|
|
WALL( '.', 0x909090, "stone gargoyle bridge", waGargoyleBridge, ZERO, RESERVED, 1, sgNone, gargdesc)
|
|
WALL( '#', 0x309060, "temporary wall", waTempWall, WF_WALL | WF_HIGHWALL | WF_TIMEOUT, RESERVED, 0, sgNone, twdesc)
|
|
WALL( '.', 0x309060, "temporary floor", waTempFloor, ZERO | WF_TIMEOUT, RESERVED, 1, sgNone, twdesc)
|
|
WALL( '.', 0x309060, "temporary bridge", waTempBridge, ZERO | WF_TIMEOUT, RESERVED, 1, sgNone, twdesc)
|
|
WALL( '#', 0x3030FF, "charged wall", waCharged, WF_WALL | WF_HIGHWALL, RESERVED, 0, sgNone, elecdesc)
|
|
WALL( '#', 0xFF3030, "grounded wall", waGrounded, WF_WALL | WF_HIGHWALL, RESERVED, 0, sgNone, elecdesc)
|
|
WALL( '#', 0xA0A060, "sandstone wall", waSandstone, WF_WALL | WF_HIGHWALL, RESERVED, 0, sgNone, elecdesc)
|
|
WALL( '#', 0x704000, "saloon wall", waSaloon, WF_WALL | WF_HIGHWALL, RESERVED, 0, sgNone, wildwestdesc)
|
|
WALL( '#', 0x90C0C0, "metal wall", waMetal, WF_WALL | WF_HIGHWALL, RESERVED, 0, sgNone, elecdesc)
|
|
WALL( '#', 0x607030, "dead troll", waDeadTroll2, WF_WALL | WF_HIGHWALL, RESERVED, 0, sgNone, trollhelpX)
|
|
WALL( '+', 0xC0C0FF, "fan", waFan, WF_WALL, RESERVED, 0, sgNone, winddesc)
|
|
WALL( '?', 0xFF00FF, "<temporary>", waTemporary, WF_WALL, RESERVED, 0, sgNone, NODESC)
|
|
WALL( '?', 0xFF00FF, "<earth d", waEarthD, WF_WALL, RESERVED, 0, sgNone, NODESC)
|
|
WALL( '?', 0xFF00FF, "<elemental tmp>", waElementalTmp, WF_WALL, RESERVED, 0, sgNone, NODESC)
|
|
WALL( '?', 0xFF00FF, "<elemental d>", waElementalD, WF_WALL, RESERVED, 0, sgNone, NODESC)
|
|
WALL( '+', 0x00F000, "green slime", waSlime1, ZERO, RESERVED, 0, sgNone, NODESC)
|
|
WALL( '+', 0xF0F000, "yellow slime", waSlime2, ZERO, RESERVED, 0, sgNone, NODESC)
|
|
WALL( '#', 0x764e7c, "rosebush", waRose, WF_WALL | WF_HIGHWALL | WF_THORNY, RESERVED, 0, sgNone, roselanddesc)
|
|
WALL( '#', 0xC0C000, "warp gate", waWarpGate, WF_WALL | WF_HIGHWALL, RESERVED, 0, sgNone,
|
|
"This gate separates the warped area from the normal land.")
|
|
WALL( '+', 0x804000, "trunk", waTrunk, ZERO | WF_NOFLIGHT, RESERVED, 0, sgNone, "The skeleton of a tree.")
|
|
WALL( '-', 0x402000, "solid branch", waSolidBranch, ZERO, RESERVED, 0, sgNone, "Branches here could bear your weight easily.")
|
|
WALL( ':', 0x804000, "weak branch", waWeakBranch, ZERO, RESERVED, 0, sgNone,
|
|
"Branches here will bear you weight, but if you use them to move (not fall) to an unstable place, they will break.")
|
|
WALL( '+', 0x60C060, "canopy", waCanopy, ZERO, RESERVED, 0, sgNone,
|
|
"Only thin twigs and leaves here. They may bear fruits, but for you, these cells count "
|
|
"as unstable."
|
|
)
|
|
WALL( '#', 0xD0C060, "barrow wall", waBarrowWall, WF_WALL | WF_HIGHWALL, RESERVED, 0, sgNone, "This wall is quite strong. You will need another way in.")
|
|
WALL( '#', 0x90A060, "barrow", waBarrowDig, WF_WALL | WF_HIGHWALL, RESERVED, 0, sgNone, "Your Orb of the Sword can be used to dig here.")
|
|
WALL( '#', 0xE0E0E0, "stone statue", waPetrified, WF_WALL | WF_HIGHWALL, RESERVED, 0, sgNone, "A petrified creature.")
|
|
WALL( '.', 0xE8E8E8, "tower of Camelot", waTower, ZERO, RESERVED, 3, sgNone, camelothelp)
|
|
WALL( '-', 0x402000, "big bush", waBigBush, ZERO | WF_NOFLIGHT, RESERVED, 0, sgNone,
|
|
"You can hold this bush to climb the Lost Mountain. "
|
|
"Bushes block the movement of birds."
|
|
)
|
|
WALL( ':', 0x804000, "small bush", waSmallBush, ZERO | WF_NOFLIGHT, RESERVED, 0, sgNone,
|
|
"You can hold this bush to climb the Lost Mountain, "
|
|
"but it is not very strong -- it will get destroyed "
|
|
"if you climb from it into an unstable location. "
|
|
"Bushes block the movement of birds.")
|
|
WALL( '.', 0xFFFF00, "Reptile floor", waReptile, ZERO | WF_REPTILE, RESERVED, 0, sgNone, reptiledesc)
|
|
WALL( '.', 0xFFFF00, "Reptile bridge", waReptileBridge, ZERO | WF_REPTILE, RESERVED, 0, sgNone, reptiledesc)
|
|
WALL( '.', 0xFFFF00, "invisible floor", waInvisibleFloor, ZERO, RESERVED, 0, sgNone, NODESCYET)
|
|
WALL( '#', 0xC0C0FF, "mirror wall", waMirrorWall, WF_WALL, RESERVED, 0, sgNone, mirroreddesc)
|
|
WALL( '.', 0xE0E0E0, "stepping stones", waPetrifiedBridge, ZERO, RESERVED, 1, sgNone, "A petrified creature.")
|
|
WALL( '#', 0x309060, "temporary wall", waTempBridgeBlocked, WF_WALL | WF_HIGHWALL | WF_TIMEOUT, RESERVED, 0, sgNone, twdesc)
|
|
WALL( 'S', 0xB0B0B0, "warrior statue", waTerraWarrior, WF_WALL, RESERVED, 0, sgNone, terradesc)
|
|
WALL( '=', 0xB0B0B0, "bubbling slime", waBubble, ZERO | WF_CHASM, RESERVED, 0, sgNone, NODESC)
|
|
WALL( '^', 0xD00000, "arrow trap", waArrowTrap, ZERO, RESERVED, 0, sgNone, arrowtrapdesc)
|
|
WALL( '=', 0xE2E2E2, "mercury river", waMercury, ZERO | WF_CHASM, RESERVED, 0, sgNone, "A river of mercury.")
|
|
WALL( '&', 0xD00000, "lava", waMagma, ZERO, RESERVED, 1, sgNone, lavadesc)
|
|
WALL( '=', 0x804000, "dock", waDock, ZERO, RESERVED, 0, sgNone, "A dock.")
|
|
WALL( '^', 0xFF8000, "burning dock", waBurningDock, WF_FIRE | WF_TIMEOUT, RESERVED, 0, sgNone, "A burning dock.")
|
|
WALL( '#', 0xE04030, "ruin wall", waRuinWall, WF_WALL | WF_HIGHWALL, RESERVED, 0, sgNone, ruindesc)
|
|
WALL( '#', 0xA04060, "Brownian generator", waBrownian, WF_WALL | WF_HIGHWALL, RESERVED, 0, sgNone, NODESC)
|
|
WALL( '^', 0xC05000, "fire trap", waFireTrap, ZERO, RESERVED, 0, sgNone,
|
|
"This trap will explode when stepped on, setting all the adjacent cells on fire. However, this happens on the next turn, "
|
|
"so you can safely escape if you are fast enough.")
|
|
WALL( '^', 0xFD692F, "Explosive Barrel", waExplosiveBarrel, WF_WALL | WF_PUSHABLE, RESERVED, 0, sgNone,
|
|
"These barrels can be pushed, and they will explode if next to a fire, or under some attacks."
|
|
)
|
|
WALL( '#', 0xC0C0C0, "editable statue", waEditStatue, WF_WALL, RESERVED, 0, sgNone,
|
|
"A statue."
|
|
)
|
|
WALL( '+', 0x804000, "trunk", waTrunk3, WF_WALL, RESERVED, 0, sgNone, "The skeleton of a tree.")
|
|
|
|
|
|
LAND( 0xFF00FF, "???" , laNone, ZERO | LF_TECHNICAL, itNone, RESERVED, "")
|
|
NATIVE(0)
|
|
REQ(NEVER)
|
|
|
|
LAND( 0xC06000, "Great Wall" , laBarrier, ZERO | LF_TECHNICAL, itNone, RESERVED, "")
|
|
NATIVE(0)
|
|
REQ(NEVER)
|
|
|
|
LAND( 0xFF0000, "Crossroads" , laCrossroads, ZERO, itHyperstone, RESERVED,
|
|
"This land is a quick gateway to other lands. It is very easy to find other lands "
|
|
"from the Crossroads. Which means that you find monsters from most other lands here!\n\n"
|
|
"As long as you have found enough treasure in their native lands, you can "
|
|
"find magical items in the Crossroads. Mirror Land brings mirrors and clouds, "
|
|
"and other land types bring magical orbs.\n\n"
|
|
"A special treasure, Hyperstone, can be found on the Crossroads, but only "
|
|
"after you have found 10 of every other treasure."
|
|
)
|
|
NATIVE(0)
|
|
REQ(ALWAYS)
|
|
|
|
LAND( 0xCDA98F, "Desert", laDesert, ZERO, itSpice, RESERVED,
|
|
"A hot land, full of sand dunes, mysterious Spice, and huge and dangerous sand worms."
|
|
)
|
|
NATIVE((m == moDesertman || m == moWorm) ? 2 : 0)
|
|
REQ(ALWAYS)
|
|
|
|
LAND( 0x8080FF, "Icy Land", laIce, ZERO | LF_ICY, itDiamond, RESERVED,
|
|
"A very cold land, full of ice walls. Your mere presence will cause these ice walls to "
|
|
"melt, even if you don't want it."
|
|
)
|
|
NATIVE((m == moWolf || m == moWolfMoved || m == moYeti) ? 2 : 0)
|
|
REQ(ALWAYS)
|
|
|
|
LAND( 0x306060, "Living Cave", laCaves, ZERO | LF_TROLL, itGold, RESERVED, cavehelp)
|
|
NATIVE((m == moGoblin || m == moTroll) ? 2 : m == moSeep ? 1 : 0)
|
|
REQ(ALWAYS)
|
|
|
|
LAND( 0x00C000, "Jungle", laJungle, ZERO, itRuby, RESERVED,
|
|
"A land filled with huge ivy plants and dangerous animals."
|
|
)
|
|
NATIVE((m == moIvyRoot || m == moMonkey) ? 2 : (isIvy(m) || m == moEagle || m == moMonkey) ? 1 : 0)
|
|
REQ(ALWAYS)
|
|
|
|
LAND( 0x900090, "Alchemist Lab", laAlchemist, ZERO, itElixir, RESERVED, slimehelp)
|
|
NATIVE((m == moSlime) ? 2 : 0)
|
|
REQ(ALWAYS)
|
|
|
|
LAND( 0x704070, "Hall of Mirrors", laMirror, ZERO | LF_MIRROR, itShard, RESERVED,
|
|
"A strange land filled with mirrors. "
|
|
"Break magic mirrors and mirage clouds to "
|
|
"gain treasures and helpful Mimics."
|
|
)
|
|
NATIVE((m == moMirrorSpirit || m == moNarciss || m == moMimic) ? 1 : 0)
|
|
REQ(GOLD(R30))
|
|
|
|
LAND( 0x404070, "Graveyard", laGraveyard, ZERO, itBone, RESERVED,
|
|
"All the monsters you kill are carried to this strange land, and buried. "
|
|
"Careless Rogues are also carried here..."
|
|
)
|
|
NATIVE((m == moZombie || m == moNecromancer) ? 2 : m == moGhost ? 1 : 0)
|
|
REQ(KILLS(R100))
|
|
|
|
LAND( 0x00FF00, "R'Lyeh", laRlyeh, ZERO, itStatue, RESERVED,
|
|
"An ancient sunken city which can be reached only when the stars are right.\n\n"
|
|
"You can find Temples of Cthulhu in R'Lyeh once you collect five Statues of Cthulhu."
|
|
)
|
|
NATIVE(
|
|
(m == moCultist || m == moTentacle || m == moPyroCultist) ? 2 :
|
|
(m == moCultistLeader || isIvy(m)) ? 1 : 0)
|
|
REQ(ACCONLYF(laOcean) GOLD(R60))
|
|
|
|
LAND( 0xC00000, "Hell", laHell, ZERO, itHell, RESERVED,
|
|
"A land filled with demons and molten sulphur. Abandon all hope ye who enter here!"
|
|
)
|
|
NATIVE((m == moLesser || m == moGreater) ? 2 : 0)
|
|
REQ(NUMBER(orbsUnlocked(), 9, XLAT("Finished lands required: %1 (collect %2 treasure)\n", "9", its(R10))))
|
|
|
|
LAND( 0x00FF00, "Cocytus", laCocytus, ZERO | LF_ICY, itSapphire, RESERVED,
|
|
cocytushelp
|
|
)
|
|
NATIVE((m == moShark || m == moGreaterShark || m == moCrystalSage) ? 2 : m == moYeti ? 1 : 0)
|
|
REQ(ITEMS(itHell, U10) ITEMS(itDiamond, U10))
|
|
|
|
LAND( 0xFFFF00, "Land of Eternal Motion", laMotion, ZERO, itFeather, RESERVED,
|
|
"A land where you cannot stop, because every piece of floor is extremely unstable. Only monsters who "
|
|
"can run forever are able to survive there, and only phoenix feathers are so light that they do not disturb "
|
|
"the floor.\n"
|
|
)
|
|
NATIVE((m == moRunDog) ? 2 : 0)
|
|
REQ(ALWAYS)
|
|
|
|
LAND( 0x008000, "Dry Forest", laDryForest, ZERO, itFernFlower, RESERVED, foresthelp)
|
|
NATIVE((m == moHedge || m == moFireFairy) ? 2 : 0)
|
|
REQ(GOLD(R60))
|
|
|
|
LAND( 0x60C060, "Emerald Mine", laEmerald, ZERO, itEmerald, RESERVED,
|
|
"Evil people are mining for emeralds in this living cave. "
|
|
"It does not grow naturally, but it is dug out in a regular "
|
|
"pattern, which is optimal according to the evil engineers."
|
|
)
|
|
NATIVE((m == moFlailer || m == moLancer || m == moMiner) ? 2 : m == moHedge ? 1 : 0)
|
|
REQ( ORD(AKILL(moVizier, laPalace), ITEMS(itFernFlower, U5) ITEMS(itGold, U5)))
|
|
|
|
LAND( 0x421C52, "Vineyard", laWineyard, ZERO, itWine, RESERVED, vinehelp)
|
|
NATIVE((m == moVineSpirit || m == moVineBeast) ? 2 : 0)
|
|
REQ(GOLD(R60))
|
|
|
|
LAND( 0x104040, "Dead Cave", laDeadCaves, ZERO | LF_TROLL, itSilver, RESERVED, deadcavehelp)
|
|
NATIVE((m == moEarthElemental || m == moDarkTroll) ? 2 : (m == moGoblin || m == moSeep) ? 1 : 0)
|
|
REQ(GOLD(R60) ITEMS(itGold, 10))
|
|
|
|
LAND( 0x705020, "Hive", laHive, ZERO, itRoyalJelly, RESERVED, hivehelp)
|
|
NATIVE(isBug(m) ? 1 : 0)
|
|
REQ(KILLS(R100) GOLD(R60))
|
|
|
|
LAND( 0xFFFF00, "Land of Power", laPower, ZERO, itPower, RESERVED,
|
|
"The Land of Power is filled with everburning fire, magical Orbs, and guarded by "
|
|
"witches and golems. There are basic orbs lying everywhere, and more prized ones "
|
|
"are kept in crystal cabinets.\n\n"
|
|
"Witches are allowed to use all the powers of the "
|
|
"basic orbs against intruders. These powers never expire, but a Witch "
|
|
"can use only one power at a time (not counting Orbs of Life).\n\n"
|
|
"Witches and Golems don't pursue you into other Lands. Also, most Orb powers "
|
|
"are drained when you leave the Land of Power."
|
|
)
|
|
NATIVE((isWitch(m) || m == moEvilGolem) ? 1 : 0)
|
|
REQ(ITEMS(itHell, U10))
|
|
|
|
LAND( 0xD0D0D0, "Camelot", laCamelot, ZERO | LF_CYCLIC, itHolyGrail, RESERVED, camelothelp )
|
|
NATIVE((m == moKnight || m == moHedge || m == moFlailer || m == moLancer) ? 1 : 0)
|
|
REQ(ITEMS(itEmerald, U5) ACCONLY2(laCrossroads, laCrossroads3))
|
|
|
|
LAND( 0xD000D0, "Temple of Cthulhu", laTemple, ZERO | LF_CYCLIC, itGrimoire, RESERVED, templehelp )
|
|
NATIVE((m == moTentacle || m == moCultist || m == moPyroCultist || m == moCultistLeader) ? 1 : 0)
|
|
REQ(ACCONLY(laRlyeh) ITEMS(itStatue, U5))
|
|
|
|
LAND( 0xFF8000, "Crossroads II", laCrossroads2, ZERO, itHyperstone, RESERVED,
|
|
"An alternate layout of the Crossroads. It is more dense and more regular, "
|
|
"although you won't find the castle of Camelot here."
|
|
)
|
|
NATIVE(0)
|
|
REQ(GOLD(R60))
|
|
|
|
LAND( 0x0000FF, "Caribbean", laCaribbean, ZERO | LF_SEA | LF_PURESEA, itPirate, RESERVED, caribbeanhelp)
|
|
NATIVE((m == moPirate || m == moParrot || m == moCShark) ? 1 : 0)
|
|
REQAS(laOcean,)
|
|
|
|
LAND( 0x400000, "Red Rock Valley", laRedRock, ZERO | LF_TROLL, itRedGem, RESERVED, redrockhelp )
|
|
NATIVE((m == moRedTroll || m == moHexSnake) ? 2 : 0)
|
|
REQ(GOLD(R60) ITEMS(itSpice, 10))
|
|
|
|
LAND( 0xD0D0D0, "Minefield", laMinefield, ZERO, itBombEgg, RESERVED, minedesc)
|
|
NATIVE((m == moBomberbird || m == moTameBomberbird) ? 1 : 0)
|
|
REQ(GOLD(R30))
|
|
|
|
LAND( 0x2020FF, "Ocean", laOcean, ZERO | LF_EQUI | LF_SEA | LF_COASTAL, itCoast, RESERVED,
|
|
"You can collect some valuable Ambers on the coast, but beware the tides!\n\n"
|
|
"You can also take one of the boats and venture into the Ocean, "
|
|
"to find other coasts, dangerous whirlpools, and islands inhabited by Pirates."
|
|
)
|
|
NATIVE((m == moBomberbird || m == moTameBomberbird) ? 1 : 0)
|
|
REQ(GOLD(R30))
|
|
|
|
LAND( 0x0000C0, "Whirlpool", laWhirlpool, ZERO | LF_CYCLIC | LF_SEA, itWhirlpool, RESERVED,
|
|
"Many lost boats are spinning in this whirlpool. Some of them contain treasures "
|
|
"and Pirates.\n\n"
|
|
"Unmanned boats will go one cell clockwise in each turn. Sharks and manned boats "
|
|
"are only allowed to go with the current, that is, towards the center, or clockwise."
|
|
)
|
|
NATIVE((m == moPirate || m == moCShark) ? 1 : 0)
|
|
REQAS(laOcean, ACCONLY(laOcean))
|
|
|
|
LAND( 0xFFD500, "Palace", laPalace, ZERO, itPalace, RESERVED, palacedesc )
|
|
NATIVE((m == moPalace || m == moFatGuard || m == moSkeleton || m == moVizier) ? 2 :
|
|
m == moSkeleton ? 1 : 0)
|
|
REQ(GOLD(R30))
|
|
|
|
LAND( 0xC0C000, "Living Fjord", laLivefjord, ZERO | LF_SEA | LF_COASTAL | LF_TROLL, itFjord, RESERVED,
|
|
"A coastal area, from where you can get both to the inland worlds and to the Ocean. "
|
|
"Each turn, each cell will become water or earth, based on the majority of cells around it. "
|
|
"Contrary to the Living Caves, this process is not affected by most items and monsters, "
|
|
"but elementals, dead Trolls, and cells outside of the Living Fjord have "
|
|
"a very powerful effect."
|
|
)
|
|
NATIVE(m == moViking ? 2 : (m == moFjordTroll || m == moWaterElemental) ? 1 : 0)
|
|
REQAS(laOcean,)
|
|
|
|
LAND( 0xFFFFE0, "Ivory Tower", laIvoryTower, ZERO | LF_GRAVITY | LF_EQUI, itIvory, RESERVED, "Powerful wizards claimed this part of the world, to perform their magical "
|
|
"experiments in peace and solitude. They have changed the direction of gravity, "
|
|
"to make it even harder for intruders to reach them.\n\n"
|
|
"Gravity works as follows: cells are unstable if they are empty, and there is "
|
|
"no cell immediately below them which contains a wall. It is impossible to move "
|
|
"from one unstable cell to another, except if moving down.")
|
|
NATIVE((m == moFamiliar || m == moGargoyle) ? 2 : 0)
|
|
REQ(GOLD(R30))
|
|
|
|
LAND( 0x606060, "Zebra", laZebra, ZERO, itZebra, RESERVED, "Everything in this Land has black and white stripes.")
|
|
NATIVE((m == moOrangeDog) ? 2 : 0)
|
|
REQ(GOLD(R30) ITEMS(itFeather, U10))
|
|
|
|
LAND( 0xC08080, "Plane of Fire", laEFire, ZERO | LF_ELEMENTAL, itElemental, RESERVED, elemdesc)
|
|
NATIVE(isNative(laElementalWall, m))
|
|
REQAS(laElementalWall,)
|
|
|
|
LAND( 0x808080, "Plane of Air", laEAir, ZERO | LF_ELEMENTAL, itElemental, RESERVED, elemdesc)
|
|
NATIVE(isNative(laElementalWall, m))
|
|
REQAS(laElementalWall,)
|
|
|
|
LAND( 0x80C080, "Plane of Earth", laEEarth, ZERO | LF_ELEMENTAL, itElemental, RESERVED, elemdesc)
|
|
NATIVE(isNative(laElementalWall, m))
|
|
REQAS(laElementalWall,)
|
|
|
|
LAND( 0x8080C0, "Plane of Water", laEWater, ZERO | LF_ELEMENTAL, itElemental, RESERVED, elemdesc)
|
|
NATIVE(isNative(laElementalWall, m))
|
|
REQAS(laElementalWall,)
|
|
|
|
LAND( 0x4040FF, "Crossroads III", laCrossroads3, ZERO, itHyperstone, RESERVED,
|
|
"An alternate layout of the Crossroads. Great Walls cross here at right angles."
|
|
)
|
|
NATIVE(0)
|
|
REQ(NUMBER(orbsUnlocked(), 9, XLAT("Finished lands required: %1 (collect %2 treasure)\n", "9", its(R10))))
|
|
|
|
LAND( 0x4040C0, "Sea Border", laOceanWall, ZERO | LF_TECHNICAL | LF_SEA, itNone, RESERVED, "Border between seas.")
|
|
// REQAS(laOcean,)
|
|
REQ(NEVER)
|
|
NATIVE(0)
|
|
|
|
LAND( 0x4040C0, "Elemental Planes", laElementalWall, ZERO | LF_ELEMENTAL, itElemental, RESERVED, elemdesc)
|
|
NATIVE((m == elementalOf(l) && m) ? 2 : (m == moAirElemental || m == moEarthElemental || m == moWaterElemental || m == moFireElemental) ? 1 : 0)
|
|
REQ(KILL(moAirElemental, laWhirlwind) KILL(moWaterElemental, laLivefjord) KILL(moEarthElemental, laDeadCaves) KILL(moFireElemental, laDragon))
|
|
|
|
LAND( 0xE08020, "Canvas", laCanvas, ZERO | LF_TECHNICAL, itNone, RESERVED, "A fake Land with colored floors.")
|
|
NATIVE(0)
|
|
REQ(NEVER)
|
|
|
|
LAND( 0x00C000, "Palace Quest", laPrincessQuest, ZERO, itSavedPrincess, RESERVED, princessdesc) // fake
|
|
NATIVE(isNative(laPalace, m))
|
|
REQ(ACCONLY(laPalace) KILL(moVizier, laPalace))
|
|
|
|
LAND( 0xD0D060, "Wild West", laWildWest, ZERO, itBounty, RESERVED, wildwestdesc)
|
|
NATIVE((m == moOutlaw) ? 2 : 0)
|
|
REQ( NEVER )
|
|
|
|
LAND( 0x80A080, "Land of Storms", laStorms, ZERO | LF_TROLL, itFulgurite, RESERVED, elecdesc)
|
|
NATIVE((m == moMetalBeast || m == moMetalBeast2 || m == moStormTroll) ? 1 : 0)
|
|
REQ( GOLD(R60) )
|
|
|
|
LAND( 0x20A050, "Overgrown Woods", laOvergrown, ZERO | LF_TROLL, itMutant, RESERVED, overdesc)
|
|
NATIVE((m == moMutant || m == moForestTroll) ? 1 : 0)
|
|
REQ( GOLD(R60) ITEMS(itRuby, U10) )
|
|
|
|
LAND( 0x20D050, "Clearing", laClearing, ZERO | LF_CYCLIC, itMutant2, RESERVED, cleardesc)
|
|
NATIVE((m == moMutant || m == moRedFox) ? 1 : 0)
|
|
REQ(ACCONLY(laOvergrown) ITEMS(itMutant, U5))
|
|
|
|
LAND( 0x303030, "Haunted Woods", laHaunted, ZERO | LF_EQUI | LF_HAUNTED, itLotus, RESERVED, hauntdesc)
|
|
NATIVE((m == moGhost || m == moFriendlyGhost) ? 1 : 0)
|
|
REQ(ACCONLY(laGraveyard) ITEMS(itBone, U10))
|
|
|
|
LAND( 0x303030, "Haunted Woods", laHauntedWall, ZERO | LF_EQUI | LF_TECHNICAL | LF_HAUNTED, itLotus, RESERVED, hauntdesc)
|
|
NATIVE(isNative(laHaunted, m))
|
|
REQAS(laHaunted,)
|
|
|
|
LAND( 0x303030, "Haunted Woods", laHauntedBorder, ZERO | LF_EQUI | LF_TECHNICAL | LF_HAUNTED, itLotus, RESERVED, hauntdesc)
|
|
NATIVE(isNative(laHaunted, m))
|
|
REQAS(laHaunted,)
|
|
|
|
LAND( 0xC0C0FF, "Windy Plains", laWhirlwind, ZERO, itWindstone, RESERVED, winddesc)
|
|
NATIVE((m == moAirElemental || m == moWindCrow) ? 2 : 0)
|
|
REQ( GOLD(R60) )
|
|
|
|
LAND( 0x764e7c*2, "Rose Garden", laRose, ZERO, itRose, RESERVED, roselanddesc)
|
|
NATIVE((m == moFalsePrincess || m == moRoseBeauty || m == moRoseLady) ? 2 : 0)
|
|
REQ( GOLD(R60) )
|
|
|
|
LAND( 0xFFD580, "Warped Coast", laWarpCoast, ZERO | LF_WARPED | LF_COASTAL, itCoral, RESERVED, warplanddesc)
|
|
NATIVE(m == moRatling ? 2 : m == moRatlingAvenger ? 1 : 0)
|
|
REQAS(laOcean,)
|
|
|
|
LAND( 0xFFD580, "Warped Sea", laWarpSea, ZERO | LF_WARPED | LF_SEA | LF_COASTAL, itCoral, RESERVED, warplanddesc)
|
|
NATIVE(isNative(laWarpCoast, m))
|
|
REQAS(laWarpCoast,)
|
|
|
|
LAND( 0xC08080, "Crossroads IV", laCrossroads4, ZERO, itHyperstone, RESERVED,
|
|
"An alternate layout of the Crossroads, without walls."
|
|
)
|
|
NATIVE(0)
|
|
REQ(GOLD(R200))
|
|
|
|
LAND( 0xFFD580, "Yendorian Forest", laEndorian, ZERO | LF_GRAVITY | LF_EQUI, itApple, RESERVED,
|
|
"This forest was planted by one of the wizards from the Ivory Tower "
|
|
"to conduct experiments with gravity."
|
|
)
|
|
NATIVE((m == moResearcher || m == moSparrowhawk) ? 2 : 0)
|
|
REQ(ITEMS(itIvory, U10))
|
|
|
|
LAND( 0x487830, "Galápagos", laTortoise, ZERO, itBabyTortoise, RESERVED, tortoisedesc)
|
|
NATIVE(m == moTortoise ? 1 : 0)
|
|
REQ(COND(tortoise::seek(), XLAT("Find a %1 in %the2.", itBabyTortoise, laDragon)) ACCONLY(laDragon))
|
|
|
|
LAND( 0xD04000, "Dragon Chasms", laDragon, ZERO, itDragon, RESERVED, dragondesc)
|
|
NATIVE((isDragon(m) || m == moFireElemental) ? 1 : 0)
|
|
REQ(NUMBER(killtypes(), R20, XLAT("Different kills required: %1.\n", its(R20))))
|
|
|
|
LAND( 0xD04000, "Kraken Depths", laKraken, ZERO | LF_SEA | LF_PURESEA, itKraken, RESERVED,
|
|
"A long time ago, this was a trade route. But then, Krakens have risen out of the "
|
|
"depths. Many trading ships sank here. Legend says that you can uncover the secret "
|
|
"of a magical weapon spell somewhere in the depths...\n\n"
|
|
|
|
"You can find Sunken Treasures here, but they won't appear until you have killed "
|
|
"a Kraken. You will also need Orb of the Fish to get the treasures, luckily you can "
|
|
"steal one from the Viking treasure hunters."
|
|
)
|
|
NATIVE(m == moKrakenH ? 2 : (m == moViking || m == moKrakenT) ? 1 : 0)
|
|
REQ(ITEMS(itFjord, U10))
|
|
|
|
LAND( 0x804020, "Burial Grounds", laBurial, ZERO, itBarrow, RESERVED,
|
|
"Ancient Viking heroes were buried here. Their graves have barrows raised over "
|
|
"them, and are guarded by Draugar, animated corpses who are immune to mundane weapons. "
|
|
"You will need to use a magical weapon spell to defeat them, and to rob the "
|
|
"ancient jewelry buried in the graves."
|
|
)
|
|
NATIVE(m == moDraugr ? 1 : 0)
|
|
REQ(ITEMS(itKraken, U10))
|
|
|
|
LAND( 0x90A548, "Trollheim", laTrollheim, ZERO, itTrollEgg, RESERVED,
|
|
"Many clans of Trolls spend their lives in this kingdom. You can find many "
|
|
"statues of Trolls here. You suppose that they are not actually statues, but simply "
|
|
"elderly Trolls, who have petrified upon death. Or maybe you have killed "
|
|
"these Trolls yourself?"
|
|
)
|
|
NATIVE(isTroll(m) ? 1 : 0)
|
|
REQ( KILL(moTroll, laCaves) KILL(moDarkTroll, laDeadCaves) KILL(moRedTroll, laRedRock) KILL(moStormTroll, laStorms) KILL(moForestTroll, laOvergrown) KILL(moFjordTroll, laLivefjord) )
|
|
|
|
LAND( 0xFF7518, "Halloween", laHalloween, ZERO, itTreat, RESERVED, halloweendesc)
|
|
NATIVE((m == moGhost || m == moZombie || m == moWitch ||
|
|
m == moLesser || m == moGreater ||
|
|
m == moVampire || m == moDraugr ||
|
|
m == moSkeleton || m == moWitchFire ||
|
|
m == moFlailer || m == moPyroCultist ||
|
|
m == moFatGuard || m == moHedge ||
|
|
m == moLancer || m == moFireFairy ||
|
|
m == moBomberbird || m == moRatlingAvenger ||
|
|
m == moVineBeast || m == moDragonHead || m == moDragonTail) ? 1 : 0)
|
|
REQ( NEVER )
|
|
|
|
LAND( 0x605040, "Dungeon", laDungeon, ZERO | LF_GRAVITY | LF_EQUI, itSlime, RESERVED,
|
|
"The result of a collaboration of the Great Vizier and the Wizard of the Ivory Tower."
|
|
)
|
|
NATIVE(m == moBat ? 2 : m == moSkeleton || m == moGhost ? 1 : 0)
|
|
REQ(ITEMS(itPalace, U5) ITEMS(itIvory, U5))
|
|
|
|
LAND( 0x603000, "Lost Mountain", laMountain, ZERO | LF_GRAVITY | LF_CYCLIC, itAmethyst, RESERVED,
|
|
"Gravitational anomalies in the Jungle create mountains "
|
|
"overgrown with ivies and bushes. "
|
|
"Will you dare to climb the ivies to get the amethysts hidden above?\n\n"
|
|
"Cells adjacent to Ivies count as stable (but Ivies "
|
|
"cannot climb themselves or other Ivies).")
|
|
NATIVE(m == moEagle || m == moMonkey || isIvy(m) || m == moFriendlyIvy ? 1 : 0)
|
|
REQ(ITEMS(itRuby, U5) ITEMS(itIvory, U5) ACCONLY(laJungle))
|
|
|
|
LAND( 0xFFFF00, "Reptiles", laReptile, ZERO, itDodeca, RESERVED, reptiledesc)
|
|
NATIVE(m == moReptile ? 1 : 0)
|
|
REQ(GOLD(R30) ITEMS(itElixir, U10))
|
|
|
|
LAND( 0x0000D0, "Prairie", laPrairie, ZERO, itGreenGrass, RESERVED, prairiedesc)
|
|
NATIVE((m == moRagingBull || m == moHerdBull || m == moGadfly) ? 1 : 0)
|
|
REQ(GOLD(R90))
|
|
|
|
LAND( 0x800080, "Bull Dash", laBull, ZERO, itBull, RESERVED, bulldashdesc)
|
|
NATIVE((m == moSleepBull || m == moRagingBull || m == moButterfly || m == moGadfly) ? 1 : 0)
|
|
REQ(GOLD(R90))
|
|
|
|
LAND( 0xC000C0, "Crossroads V", laCrossroads5, ZERO, itHyperstone, RESERVED, "Extremely narrow Crossroads layout.\n")
|
|
NATIVE(0)
|
|
REQ(GOLD(R300))
|
|
|
|
LAND( 0xC0C0C0, "Cellular Automaton", laCA, ZERO | LF_TECHNICAL, itNone, RESERVED, cadesc)
|
|
NATIVE(0)
|
|
REQ(NEVER)
|
|
|
|
LAND( 0xC0C0FF, "Mirror Wall", laMirrorWall, ZERO | LF_TECHNICAL | LF_INMIRRORORWALL, itShard, RESERVED, mirroreddesc)
|
|
NATIVE(isNative(laMirror, m))
|
|
|
|
LAND( 0xC8C8FF, "Reflection", laMirrored, ZERO | LF_TECHNICAL | LF_INMIRROR | LF_INMIRRORORWALL, itShard, RESERVED, mirroreddesc)
|
|
NATIVE(isNative(laMirror, m))
|
|
REQAS(laMirror,)
|
|
|
|
LAND( 0xC0C0FF, "Reflection", laMirrorWall2, ZERO | LF_TECHNICAL | LF_INMIRROR | LF_INMIRRORORWALL, itShard, RESERVED, mirroreddesc)
|
|
NATIVE(isNative(laMirror, m))
|
|
REQAS(laMirror,)
|
|
|
|
LAND( 0xC8C8FF, "Reflection", laMirrored2, ZERO | LF_TECHNICAL | LF_INMIRROR | LF_INMIRRORORWALL, itShard, RESERVED, mirroreddesc)
|
|
NATIVE(isNative(laMirror, m))
|
|
REQAS(laMirror,)
|
|
|
|
LAND( 0xC8C8FF, "Mirror Land", laMirrorOld, ZERO | LF_MIRROR, itShard, RESERVED,
|
|
"A strange land which contains mirrors and mirages, protected by Mirror Rangers.")
|
|
NATIVE((m == moEagle || m == moRanger || m == moMimic) ? 1 : 0)
|
|
REQ(GOLD(R30))
|
|
|
|
LAND( 0xA06000, "Volcanic Wasteland", laVolcano, ZERO, itLavaLily, RESERVED, lavadesc)
|
|
NATIVE((m == moLavaWolf || m == moSalamander) ? 2 : 0)
|
|
REQ(GOLD(R60) ITEMS(itElixir, U10))
|
|
|
|
LAND( 0x8080FF, "Blizzard", laBlizzard, ZERO | LF_ICY, itBlizzard, RESERVED, blizzarddesc)
|
|
NATIVE((m == moVoidBeast || m == moIceGolem) ? 2 : 0)
|
|
REQ(ITEMS(itDiamond, U5) ITEMS(itWindstone, U5))
|
|
|
|
LAND( 0x207068, "Hunting Ground", laHunting, ZERO, itHunting, RESERVED, huntingdesc)
|
|
NATIVE(m == moHunterDog ? 1 : 0)
|
|
REQ(ALWAYS)
|
|
|
|
LAND( 0xE2725B, "Terracotta Army", laTerracotta, ZERO, itTerra, RESERVED, terraldesc)
|
|
NATIVE(m == moJiangshi ? 2 : m == moTerraWarrior ? 1 : 0)
|
|
REQ(GOLD(R90))
|
|
|
|
LAND( 0xE2725B, "Terracotta Army", laMercuryRiver, ZERO | LF_TECHNICAL, itTerra, RESERVED, terraldesc)
|
|
NATIVE(isNative(laTerracotta, m))
|
|
REQAS(laTerracotta,)
|
|
|
|
LAND( 0x80FF00, "Crystal World", laDual, ZERO, itGlowCrystal, RESERVED, crystaldesc)
|
|
NATIVE(m == moRatling ? 2 : 0)
|
|
REQ(GOLD(R90))
|
|
|
|
LAND( 0x306030, "Snake Nest", laSnakeNest, ZERO, itSnake, RESERVED, NODESCYET)
|
|
NATIVE(m == moHexSnake ? 2 : 0)
|
|
REQ(GOLD(R90))
|
|
|
|
LAND( 0x80FF00, "Docks", laDocks, ZERO | LF_SEA, itDock, RESERVED, NODESCYET)
|
|
NATIVE(among(m, moRatling, moPirate, moCShark, moAlbatross, moFireFairy) ? 2 : 0)
|
|
REQAS(laOcean,)
|
|
|
|
LAND( 0x306030, "Ruined City", laRuins, ZERO, itRuins, RESERVED, ruindesc)
|
|
NATIVE(among(m, moPair, moHexDemon, moAltDemon, moMonk, moCrusher) ? 2 : m == moSkeleton ? 1 : 0)
|
|
REQ(KILL(moSkeleton, laPalace))
|
|
|
|
LAND( 0x306030, "Magnetosphere", laMagnetic, ZERO, itMagnet, RESERVED, NODESCYET)
|
|
NATIVE(isMagneticPole(m) ? 2 : 0)
|
|
REQ(NEVER)
|
|
|
|
LAND( 0x306030, "Jelly Kingdom", laSwitch, ZERO, itSwitch, RESERVED, jellydesc)
|
|
NATIVE(m == moSwitch1 || m == moSwitch2 ? 2 : 0)
|
|
REQ(GOLD(R30) ITEMS(itElixir, U10))
|
|
|
|
LAND( 0xFF00FF, "Lost Memory", laMemory, ZERO | LF_TECHNICAL, itNone, RESERVED,
|
|
"Because of the properties of hyperbolic geometry, it is extremely unlikely to randomly "
|
|
"get back to a faraway place you have been to. However, you have managed to get there "
|
|
"somehow. In the meantime, its memory has been cleared, since the 'remove faraway cells from the memory'"
|
|
" option was on."
|
|
)
|
|
NATIVE(0)
|
|
REQ(NEVER)
|
|
|
|
LAND( 0x804000, "Brown Island", laBrownian, ZERO | LF_PURESEA, itBrownian, RESERVED,
|
|
"The Brown Islands have been generated by ancient underground creatures, who moved randomly and raised lands in their path... "
|
|
"adults spawned larvae in each move, which also moved randomly and also raised lands in their path, and eventually became adults and spawned their own larvae. "
|
|
"The creatures spawned exponentially, but the space they lived in still grew faster, so there was enough space for the whole spawn...\n\n"
|
|
"That was a long time ago. Now, the mountainous Brown Islands are inhabited by strange monsters. Good luck adventuring!\n\n"
|
|
"Parts of the Brown Islands have different elevations, from 0 to 3. It is impossible to gain two or more levels, "
|
|
"or to lose three levels, in a single move, (attacks are possible at any "
|
|
"difference, though). Killed Bronze Beasts rise the land by one level."
|
|
)
|
|
NATIVE(among(m, moBrownBug, moAcidBird) ? 2 : 0)
|
|
REQAS(laOcean,)
|
|
|
|
LAND( 0x211F6F, "Free Fall", laWestWall, ZERO | LF_GRAVITY | LF_EQUI, itWest, RESERVED,
|
|
"What on one side looks to be a normal (well, infinite) horizontal wall, on to the other side turns out to be the vertical wall"
|
|
" of an infinitely high tower. Jump from the window, and let the magical gravity carry you..."
|
|
)
|
|
NATIVE(among(m, moWestHawk, moFallingDog) ? 2 : 0)
|
|
REQ(ITEMS(itFeather, 5) ITEMS(itIvory, 5))
|
|
|
|
LAND( 0x30FF30, "Irradiated Field", laVariant, ZERO, itVarTreasure, RESERVED,
|
|
"These fields are ravaged with many kinds of magical radiation, which not only make the ground glow nicely in various colors, "
|
|
"but also cause the inhabitants to protect the treasures of their land in various ways. In some areas of the Irradiated Fields, "
|
|
"you will meet powerful enemies; in other areas, you will find arrow traps, fire traps, or pools, which can kill you if you are "
|
|
"careless, or help you if you know how to use them to your advantage. Will you walk through the Irradiated Fields randomly, or "
|
|
"try to find areas where treasures are common but nasty monsters are not, and keep to them? It is your choice!\n\n"
|
|
)
|
|
NATIVE(
|
|
m == moVariantWarrior ? 2 :
|
|
among(m, moMonk, moCrusher, moSkeleton, moHedge, moLancer, moFlailer, moCultist, moPyroCultist, moNecromancer, moGhost, moZombie, moRatling) ? 1 :
|
|
isIvy(m) ? 1 : 0)
|
|
#define LST {itRuins, itEmerald, itBone}
|
|
REQ(ITEMS_TOTAL(LST, variant_unlock_value()))
|
|
#undef LST
|
|
|
|
// add new content here
|
|
|
|
LAND( 0x202020, "Space Rocks", laAsteroids, ZERO, itAsteroid, RESERVED, rock_description)
|
|
ITEM( '!', 0xFFD0D0, "Fuel", itAsteroid, IC_TREASURE, ZERO, RESERVED, osNone, rock_description)
|
|
MONSTER('A', 0x606040, "Space Rock", moAsteroid, ZERO, RESERVED, moAsteroid, rock_description)
|
|
NATIVE(m == moAsteroid ? 2 : 0)
|
|
REQ( NEVER )
|
|
|
|
//shmupspecials
|
|
MONSTER( '@', 0xC0C0C0, "Rogue", moPlayer, CF_FACE_UP | CF_PLAYER, RESERVED, moNone, "In the Shoot'em Up mode, you are armed with thrown Knives.")
|
|
MONSTER( '*', 0xC0C0C0, "Knife", moBullet, ZERO | CF_BULLET, RESERVED, moNone, "A simple, but effective, missile, used by rogues.")
|
|
MONSTER( '*', 0xFF0000, "Flail", moFlailBullet, ZERO | CF_BULLET, RESERVED, moNone, "This attack is likely to hit the attacker.")
|
|
MONSTER( '*', 0xFFFF00, "Fireball", moFireball, ZERO | CF_BULLET, RESERVED, moNone, "This magical missile burns whatever it hits.")
|
|
MONSTER( '*', 0xFFFF00, "Tongue", moTongue, ZERO | CF_BULLET, RESERVED, moNone, "Some monsters have long tongues, which allow them to attack enemies in nearby cells.")
|
|
MONSTER( '*', 0xFFFFFF, "Airball", moAirball, ZERO | CF_BULLET, RESERVED, moNone, "This magical missile pushes back whatever it hits.")
|
|
MONSTER( '*', 0x0060E0, "Blueball", moCrushball, ZERO | CF_BULLET, RESERVED, moNone, "A powerful missile from a Blue Raider.")
|
|
|
|
//technical/temporary
|
|
MONSTER( '?', 0x00C000, "dead bug", moDeadBug, ZERO | CF_TECHNICAL, RESERVED, moNone, NODESC)
|
|
// appears as 'killed by electric discharge'
|
|
MONSTER( '?', 0xFFFF00, "electric discharge", moLightningBolt, ZERO | CF_TECHNICAL, RESERVED, moNone, elecdesc)
|
|
MONSTER( '?', 0xE06000, "dead bird", moDeadBird, ZERO | CF_TECHNICAL, RESERVED, moNone, NODESC)
|
|
MONSTER( '?', 0xE06000, "Energy Sword", moEnergySword, ZERO | CF_TECHNICAL, RESERVED, moNone, NODESC)
|
|
MONSTER( '!', 0xFF0000, "Warning", moWarning, ZERO | CF_TECHNICAL, RESERVED, moNone, warningdesc)
|
|
MONSTER( '!', 0xFF0000, "arrow trap", moArrowTrap, ZERO | CF_BULLET | CF_TECHNICAL, RESERVED, moNone, arrowtrapdesc)
|
|
MONSTER( '*', 0, "vertex", moRogueviz, ZERO | CF_TECHNICAL, RESERVED, moNone, "A vertex from rogueviz.")
|
|
|
|
#undef MONSTER
|
|
#undef LAND
|
|
#undef WALL
|
|
#undef ITEM
|
|
#undef NATIVE
|
|
#undef REQ
|
|
#undef REQAS
|
|
|
|
#undef GOLD
|
|
#undef ITEMS
|
|
#undef NEVER
|
|
#undef ALWAYS
|
|
#undef KILLS
|
|
#undef KILL
|
|
#undef AKILL
|
|
#undef ORD
|
|
#undef NUMBER
|
|
#undef COND
|
|
#undef ITEMS_TOTAL
|
|
#undef ACCONLY
|
|
#undef ACCONLY2
|
|
#undef ACCONLYF
|