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artifactdata.h
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artifactdata.h
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#ifndef _ARTIFACTDATA_H_
#define _ARTIFACTDATA_H_
#include <vector>
#include "artifact.h"
#include "itype.h"
int passive_effect_cost[NUM_AEPS] = {
0, // AEP_NULL
3, // AEP_STR_UP
3, // AEP_DEX_UP
3, // AEP_PER_UP
3, // AEP_INT_UP
5, // AEP_ALL_UP
4, // AEP_SPEED_UP
2, // AEP_IODINE
4, // AEP_SNAKES
7, // AEP_INVISIBLE
5, // AEP_CLAIRVOYANCE
2, // AEP_STEALTH
2, // AEP_EXTINGUISH
1, // AEP_GLOW
1, // AEP_PSYSHIELD
3, // AEP_RESIST_ELECTRICITY
3, // AEP_CARRY_MORE
5, // AEP_SAP_LIFE
0, // AEP_SPLIT
-2, // AEP_HUNGER
-2, // AEP_THIRST
-1, // AEP_SMOKE
-5, // AEP_EVIL
-3, // AEP_SCHIZO
-5, // AEP_RADIOACTIVE
-3, // AEP_MUTAGENIC
-5, // AEP_ATTENTION
-2, // AEP_STR_DOWN
-2, // AEP_DEX_DOWN
-2, // AEP_PER_DOWN
-2, // AEP_INT_DOWN
-5, // AEP_ALL_DOWN
-4, // AEP_SPEED_DOWN
-5, // AEP_FORCE_TELEPORT
-3, // AEP_MOVEMENT_NOISE
-2, // AEP_BAD_WEATHER
-1 // AEP_SICK
};
int active_effect_cost[NUM_AEAS] = {
0, // AEA_NULL
2, // AEA_STORM
4, // AEA_FIREBALL
5, // AEA_ADRENALINE
4, // AEA_MAP
0, // AEA_BLOOD
0, // AEA_FATIGUE
4, // AEA_ACIDBALL
5, // AEA_PULSE
4, // AEA_HEAL
3, // AEA_CONFUSED
3, // AEA_ENTRANCE
3, // AEA_BUGS
5, // AEA_TELEPORT
1, // AEA_LIGHT
4, // AEA_GROWTH
6, // AEA_HURTALL
0, // AEA_SPLIT
-3, // AEA_RADIATION
-2, // AEA_PAIN
-3, // AEA_MUTATE
-2, // AEA_PARALYZE
-3, // AEA_FIRESTORM
-6, // AEA_ATTENTION
-4, // AEA_TELEGLOW
-2, // AEA_NOISE
-2, // AEA_SCREAM
-3, // AEA_DIM
-4, // AEA_FLASH
-2, // AEA_VOMIT
-5 // AEA_SHADOWS
};
struct artifact_shape_datum
{
std::string name;
std::string desc;
int volume_min, volume_max;
int weight_min, weight_max;
};
artifact_shape_datum artifact_shape_data[ARTSHAPE_MAX] = {
{"BUG", "BUG", 0, 0, 0, 0},
{"sphere", "smooth sphere", 2, 4, 0, 10},
{"rod", "tapered rod", 1, 7, 1, 7},
{"teardrop", "teardrop-shaped stone", 2, 6, 0, 8},
{"lamp", "hollow, transparent cube", 4, 9, 0, 3},
{"snake", "winding, flexible rod", 0, 8, 0, 8},
{"disc", "smooth disc", 4, 6, 2, 4},
{"beads", "string of beads", 3, 7, 0, 6},
{"napkin", "very thin sheet", 0, 3, 0, 3},
{"urchin", "spiked sphere", 3, 5, 2, 6},
{"jelly", "malleable blob", 2, 8, 2, 4},
{"spiral", "spiraling rod", 5, 6, 2, 3},
{"pin", "pointed rod", 1, 5, 1, 9},
{"tube", "hollow tube", 2, 5, 3, 6},
{"pyramid", "regular tetrahedron", 3, 7, 2, 4},
{"crystal", "translucent crystal", 1, 6, 2, 7},
{"knot", "twisted, knotted cord", 2, 6, 1, 7},
{"crescent", "crescent-shaped stone", 2, 6, 2, 6}
};
struct artifact_property_datum
{
std::string name;
std::string desc;
art_effect_passive passive_good[4];
art_effect_passive passive_bad[4];
art_effect_active active_good[4];
art_effect_active active_bad[4];
};
artifact_property_datum artifact_property_data[ARTPROP_MAX] = {
{"BUG", "BUG",
{AEP_NULL, AEP_NULL, AEP_NULL, AEP_NULL},
{AEP_NULL, AEP_NULL, AEP_NULL, AEP_NULL},
{AEA_NULL, AEA_NULL, AEA_NULL, AEA_NULL},
{AEA_NULL, AEA_NULL, AEA_NULL, AEA_NULL}
},
{"wriggling", "is constantly wriggling",
{AEP_SPEED_UP, AEP_SNAKES, AEP_NULL, AEP_NULL},
{AEP_DEX_DOWN, AEP_FORCE_TELEPORT, AEP_SICK, AEP_NULL},
{AEA_TELEPORT, AEA_ADRENALINE, AEA_NULL, AEA_NULL},
{AEA_MUTATE, AEA_ATTENTION, AEA_VOMIT, AEA_NULL}
},
{"glowing", "glows faintly",
{AEP_INT_UP, AEP_GLOW, AEP_CLAIRVOYANCE, AEP_NULL},
{AEP_RADIOACTIVE, AEP_MUTAGENIC, AEP_ATTENTION, AEP_NULL},
{AEA_LIGHT, AEA_LIGHT, AEA_LIGHT, AEA_NULL},
{AEA_ATTENTION, AEA_TELEGLOW, AEA_FLASH, AEA_SHADOWS}
},
{"humming", "hums very quietly",
{AEP_ALL_UP, AEP_PSYSHIELD, AEP_NULL, AEP_NULL},
{AEP_SCHIZO, AEP_PER_DOWN, AEP_INT_DOWN, AEP_NULL},
{AEA_PULSE, AEA_ENTRANCE, AEA_NULL, AEA_NULL},
{AEA_NOISE, AEA_NOISE, AEA_SCREAM, AEA_NULL}
},
{"moving", "shifts from side to side slowly",
{AEP_STR_UP, AEP_DEX_UP, AEP_SPEED_UP, AEP_NULL},
{AEP_HUNGER, AEP_PER_DOWN, AEP_FORCE_TELEPORT, AEP_NULL},
{AEA_TELEPORT, AEA_TELEPORT, AEA_MAP, AEA_NULL},
{AEA_PARALYZE, AEA_VOMIT, AEA_VOMIT, AEA_NULL}
},
{"whispering", "makes very faint whispering sounds",
{AEP_CLAIRVOYANCE, AEP_EXTINGUISH, AEP_STEALTH, AEP_NULL},
{AEP_EVIL, AEP_SCHIZO, AEP_ATTENTION, AEP_NULL},
{AEA_FATIGUE, AEA_ENTRANCE, AEA_ENTRANCE, AEA_NULL},
{AEA_ATTENTION, AEA_SCREAM, AEA_SCREAM, AEA_SHADOWS}
},
{"breathing",
"shrinks and grows very slightly with a regular pulse, as if breathing",
{AEP_SAP_LIFE, AEP_ALL_UP, AEP_SPEED_UP, AEP_CARRY_MORE},
{AEP_HUNGER, AEP_THIRST, AEP_SICK, AEP_BAD_WEATHER},
{AEA_ADRENALINE, AEA_HEAL, AEA_ENTRANCE, AEA_GROWTH},
{AEA_MUTATE, AEA_ATTENTION, AEA_SHADOWS, AEA_NULL}
},
{"dead", "is icy cold to the touch",
{AEP_INVISIBLE, AEP_CLAIRVOYANCE, AEP_EXTINGUISH, AEP_SAP_LIFE},
{AEP_HUNGER, AEP_EVIL, AEP_ALL_DOWN, AEP_SICK},
{AEA_BLOOD, AEA_HURTALL, AEA_NULL, AEA_NULL},
{AEA_PAIN, AEA_SHADOWS, AEA_DIM, AEA_VOMIT}
},
{"itchy", "makes your skin itch slightly when it is close",
{AEP_DEX_UP, AEP_SPEED_UP, AEP_PSYSHIELD, AEP_NULL},
{AEP_RADIOACTIVE, AEP_MUTAGENIC, AEP_SICK, AEP_NULL},
{AEA_ADRENALINE, AEA_BLOOD, AEA_HEAL, AEA_BUGS},
{AEA_RADIATION, AEA_PAIN, AEA_PAIN, AEA_VOMIT}
},
{"glittering", "glitters faintly under direct light",
{AEP_INT_UP, AEP_EXTINGUISH, AEP_GLOW, AEP_NULL},
{AEP_SMOKE, AEP_ATTENTION, AEP_NULL, AEP_NULL},
{AEA_MAP, AEA_LIGHT, AEA_CONFUSED, AEA_ENTRANCE},
{AEA_RADIATION, AEA_MUTATE, AEA_ATTENTION, AEA_FLASH}
},
{"electric", "very weakly shocks you when touched",
{AEP_RESIST_ELECTRICITY, AEP_DEX_UP, AEP_SPEED_UP, AEP_PSYSHIELD},
{AEP_THIRST, AEP_SMOKE, AEP_STR_DOWN, AEP_BAD_WEATHER},
{AEA_STORM, AEA_ADRENALINE, AEA_LIGHT, AEA_NULL},
{AEA_PAIN, AEA_PARALYZE, AEA_FLASH, AEA_FLASH}
},
{"slimy", "feels slimy",
{AEP_SNAKES, AEP_STEALTH, AEP_EXTINGUISH, AEP_SAP_LIFE},
{AEP_THIRST, AEP_DEX_DOWN, AEP_SPEED_DOWN, AEP_SICK},
{AEA_BLOOD, AEA_ACIDBALL, AEA_GROWTH, AEA_ACIDBALL},
{AEA_MUTATE, AEA_MUTATE, AEA_VOMIT, AEA_VOMIT}
},
{"engraved", "is covered with odd etchings",
{AEP_CLAIRVOYANCE, AEP_INVISIBLE, AEP_PSYSHIELD, AEP_SAP_LIFE},
{AEP_EVIL, AEP_ATTENTION, AEP_NULL, AEP_NULL},
{AEA_FATIGUE, AEA_TELEPORT, AEA_HEAL, AEA_FATIGUE},
{AEA_ATTENTION, AEA_ATTENTION, AEA_TELEGLOW, AEA_DIM}
},
{"crackling", "occasionally makes a soft crackling sound",
{AEP_EXTINGUISH, AEP_RESIST_ELECTRICITY, AEP_NULL, AEP_NULL},
{AEP_SMOKE, AEP_RADIOACTIVE, AEP_MOVEMENT_NOISE, AEP_NULL},
{AEA_STORM, AEA_FIREBALL, AEA_PULSE, AEA_NULL},
{AEA_PAIN, AEA_PARALYZE, AEA_NOISE, AEA_NOISE}
},
{"warm", "is warm to the touch",
{AEP_STR_UP, AEP_EXTINGUISH, AEP_GLOW, AEP_NULL},
{AEP_SMOKE, AEP_RADIOACTIVE, AEP_NULL, AEP_NULL},
{AEA_FIREBALL, AEA_FIREBALL, AEA_FIREBALL, AEA_LIGHT},
{AEA_FIRESTORM, AEA_FIRESTORM, AEA_TELEGLOW, AEA_NULL}
},
{"rattling", "makes a rattling sound when moved",
{AEP_DEX_UP, AEP_SPEED_UP, AEP_SNAKES, AEP_CARRY_MORE},
{AEP_ATTENTION, AEP_INT_DOWN, AEP_MOVEMENT_NOISE, AEP_MOVEMENT_NOISE},
{AEA_BLOOD, AEA_PULSE, AEA_BUGS, AEA_NULL},
{AEA_PAIN, AEA_ATTENTION, AEA_NOISE, AEA_NULL}
},
{"scaled", "has a surface reminiscent of reptile scales",
{AEP_SNAKES, AEP_SNAKES, AEP_SNAKES, AEP_STEALTH},
{AEP_THIRST, AEP_MUTAGENIC, AEP_SPEED_DOWN, AEP_NULL},
{AEA_ADRENALINE, AEA_BUGS, AEA_GROWTH, AEA_NULL},
{AEA_MUTATE, AEA_SCREAM, AEA_DIM, AEA_NULL}
},
{"fractal",
"has a self-similar pattern which repeats until it is too small for you to see",
{AEP_ALL_UP, AEP_ALL_UP, AEP_CLAIRVOYANCE, AEP_PSYSHIELD},
{AEP_SCHIZO, AEP_ATTENTION, AEP_FORCE_TELEPORT, AEP_BAD_WEATHER},
{AEA_STORM, AEA_FATIGUE, AEA_TELEPORT, AEA_NULL},
{AEA_RADIATION, AEA_MUTATE, AEA_TELEGLOW, AEA_TELEGLOW}
}
};
enum artifact_weapon_type
{
ARTWEAP_NULL,
ARTWEAP_BULK, // A bulky item that works okay for bashing
ARTWEAP_CLUB, // An item designed to bash
ARTWEAP_SPEAR, // A stab-only weapon
ARTWEAP_SWORD, // A long slasher
ARTWEAP_KNIFE, // Short, slash and stab
NUM_ARTWEAPS
};
struct artifact_tool_form_datum
{
std::string name;
char sym;
nc_color color;
material m1;
material m2;
int volume_min, volume_max;
int weight_min, weight_max;
artifact_weapon_type base_weapon;
artifact_weapon_type extra_weapons[3];
/*
artifact_tool_form_datum
(std::string Name, char Sym, nc_color Color, material M1, material M2,
int Volmin, int Volmax, int Wgtmin, int Wgtmax, artifact_weapon_type Base,
artifact_weapon_type extra[3])
: name (Name), sym (Sym), color (Color), m1 (M1), m2 (M2),
volume_min (Volmin), volume_max (Volmax), weight_min (Wgtmin),
weight_max (Wgtmax), base_weapon (Base), extra_weapons (extra) { };
*/
};
enum artifact_tool_form
{
ARTTOOLFORM_NULL,
ARTTOOLFORM_HARP,
ARTTOOLFORM_STAFF,
ARTTOOLFORM_SWORD,
ARTTOOLFORM_KNIFE,
ARTTOOLFORM_CUBE,
NUM_ARTTOOLFORMS
};
artifact_tool_form_datum artifact_tool_form_data[NUM_ARTTOOLFORMS] = {
{"", '*', c_white, MNULL, MNULL, 0, 0, 0, 0, ARTWEAP_BULK,
{ARTWEAP_NULL, ARTWEAP_NULL, ARTWEAP_NULL}},
{"Harp", ';', c_yellow, WOOD, MNULL, 20, 30, 10, 18, ARTWEAP_BULK,
{ARTWEAP_SPEAR, ARTWEAP_SWORD, ARTWEAP_KNIFE}},
{"Staff", '/', c_brown, WOOD, MNULL, 6, 12, 4, 10, ARTWEAP_CLUB,
{ARTWEAP_BULK, ARTWEAP_SPEAR, ARTWEAP_KNIFE}},
{"Sword", '/', c_ltblue, STEEL, MNULL, 8, 14, 8, 28, ARTWEAP_SWORD,
{ARTWEAP_BULK, ARTWEAP_NULL, ARTWEAP_NULL}},
{"Dagger", ';', c_ltblue, STEEL, MNULL, 1, 4, 1, 6, ARTWEAP_KNIFE,
{ARTWEAP_NULL, ARTWEAP_NULL, ARTWEAP_NULL}},
{"Cube", '*', c_white, STEEL, MNULL, 1, 3, 1, 20, ARTWEAP_BULK,
{ARTWEAP_SPEAR, ARTWEAP_NULL, ARTWEAP_NULL}}
};
struct artifact_weapon_datum
{
std::string adjective;
int volume, weight; // Only applicable if this is an *extra* weapon
int bash_min, bash_max;
int cut_min, cut_max;
int to_hit_min, to_hit_max;
unsigned flags : NUM_ITEM_FLAGS;
};
artifact_weapon_datum artifact_weapon_data[NUM_ARTWEAPS] = {
{"", 0, 0, 0, 0, 0, 0, 0, 0, 0},
// Adjective Vol,wgt Bash Cut To-Hit
{"Heavy", 0, 12, 10, 20, 0, 0, -2, 0,
0},
{"Knobbed", 1, 2, 14, 30, 0, 0, -1, 1,
0},
{"Spiked", 1, 1, 0, 0, 20, 40, -1, 1,
mfb(IF_SPEAR)},
{"Edged", 2, 4, 0, 0, 20, 50, -1, 2,
0},
{"Bladed", 1, 2, 0, 0, 12, 30, -1, 1,
mfb(IF_STAB)}
};
enum artifact_armor_mod
{
ARMORMOD_NULL,
ARMORMOD_LIGHT,
ARMORMOD_BULKY,
ARMORMOD_POCKETED,
ARMORMOD_FURRED,
ARMORMOD_PADDED,
ARMORMOD_PLATED,
NUM_ARMORMODS
};
struct artifact_armor_form_datum
{
std::string name;
nc_color color;
material m1;
material m2;
int volume, weight;
int encumb;
int dmg_resist;
int cut_resist;
int env_resist;
int warmth;
int storage;
int melee_bash, melee_cut, melee_hit;
unsigned char covers;
bool plural;
artifact_armor_mod available_mods[5];
/*
// Constructor
artifact_armor_form_datum
(std::string Name, nc_color Color, material M1, material M2, int Volume,
int Weight, int Encumb, int Dmg_res, int Cut_res, int Env_res,
int Warmth, int Storage, int Bash, int Cut, int Hit, unsigned char Covers,
bool Plural, artifact_armor_mod Mods[5])
: name (Name), color (Color), m1 (M1), m2 (M2), volume (Volume),
weight (Weight), encumb (Encumb), dmg_resist (Dmg_res),
cut_resist (Cut_res), env_resist (Env_res), warmth (Warmth),
storage (Storage), melee_bash (Bash), melee_cut (Cut), melee_hit (Hit),
covers (Covers), plural (Plural), available_mods (Mods) { };
*/
};
enum artifact_armor_form
{
ARTARMFORM_NULL,
ARTARMFORM_ROBE,
ARTARMFORM_COAT,
ARTARMFORM_MASK,
ARTARMFORM_HELM,
ARTARMFORM_GLOVES,
ARTARMFORM_BOOTS,
ARTARMFORM_RING,
NUM_ARTARMFORMS
};
artifact_armor_form_datum artifact_armor_form_data[NUM_ARTARMFORMS] = {
{"", c_white, MNULL, MNULL, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, false,
{ARMORMOD_NULL, ARMORMOD_NULL, ARMORMOD_NULL, ARMORMOD_NULL, ARMORMOD_NULL}},
// Name color Materials Vol Wgt Enc Dmg Cut Env Wrm Sto Bsh Cut Hit
{"Robe", c_red, WOOL, MNULL, 6, 6, 1, 3, 1, 0, 2, 0, -8, 0, -3,
mfb(bp_torso)|mfb(bp_legs), false,
{ARMORMOD_LIGHT, ARMORMOD_BULKY, ARMORMOD_POCKETED, ARMORMOD_FURRED,
ARMORMOD_PADDED}},
{"Coat", c_brown,LEATHER,MNULL, 14, 14, 2, 4, 12, 1, 4, 4, -6, 0, -3,
mfb(bp_torso), false,
{ARMORMOD_LIGHT, ARMORMOD_POCKETED, ARMORMOD_FURRED, ARMORMOD_PADDED,
ARMORMOD_PLATED}},
{"Mask", c_white, WOOD, MNULL, 4, 1, 2, 2, 16, 1, 2, 0, 2, 0, -2,
mfb(bp_eyes)|mfb(bp_mouth), false,
{ARMORMOD_FURRED, ARMORMOD_FURRED, ARMORMOD_NULL, ARMORMOD_NULL,
ARMORMOD_NULL}},
// Name color Materials Vol Wgt Enc Dmg Cut Env Wrm Sto Bsh Cut Hit
{"Helm", c_dkgray,SILVER, MNULL, 6, 6, 2, 4, 18, 0, 1, 0, 8, 0, -2,
mfb(bp_head), false,
{ARMORMOD_BULKY, ARMORMOD_FURRED, ARMORMOD_PADDED, ARMORMOD_PLATED,
ARMORMOD_NULL}},
{"Gloves", c_ltblue,LEATHER,MNULL, 2, 1, 1, 6, 6, 1, 2, 0, -4, 0, -2,
mfb(bp_hands), true,
{ARMORMOD_BULKY, ARMORMOD_FURRED, ARMORMOD_PADDED, ARMORMOD_PLATED,
ARMORMOD_NULL}},
// Name color Materials Vol Wgt Enc Dmg Cut Env Wrm Sto Bsh Cut Hit
{"Boots", c_blue, LEATHER, MNULL, 6, 2, 1, 6, 6, 1, 3, 0, 4, 0, -1,
mfb(bp_feet), true,
{ARMORMOD_LIGHT, ARMORMOD_BULKY, ARMORMOD_PADDED, ARMORMOD_PLATED,
ARMORMOD_NULL}},
{"Ring", c_ltgreen, SILVER, MNULL, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, true,
{ARMORMOD_NULL, ARMORMOD_NULL, ARMORMOD_NULL, ARMORMOD_NULL, ARMORMOD_NULL}}
};
/* Armor mods alter the normal values of armor.
* If the basic armor type has MNULL as its second material, and the mod has a
* material attached, the second material will be changed.
*/
artifact_armor_form_datum artifact_armor_mod_data[NUM_ARMORMODS] = {
{"", c_white, MNULL, MNULL, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, false,
{ARMORMOD_NULL, ARMORMOD_NULL, ARMORMOD_NULL, ARMORMOD_NULL, ARMORMOD_NULL}},
// Description; "It is ..." or "They are ..."
{"very thin and light.", c_white, MNULL, MNULL,
// Vol Wgt Enc Dmg Cut Env Wrm Sto
-4, -8, -2, -1, -1, -1, -1, 0, 0, 0, 0, 0, false,
{ARMORMOD_NULL, ARMORMOD_NULL, ARMORMOD_NULL, ARMORMOD_NULL, ARMORMOD_NULL}},
{"extremely bulky.", c_white, MNULL, MNULL,
8, 10, 2, 1, 1, 0, 1, 0, 0, 0, 0, 0, false,
{ARMORMOD_NULL, ARMORMOD_NULL, ARMORMOD_NULL, ARMORMOD_NULL, ARMORMOD_NULL}},
{"covered in pockets.", c_white, MNULL, MNULL,
1, 1, 1, 0, 0, 0, 0, 16, 0, 0, 0, 0, false,
{ARMORMOD_NULL, ARMORMOD_NULL, ARMORMOD_NULL, ARMORMOD_NULL, ARMORMOD_NULL}},
{"disgustingly furry.", c_white, WOOL, MNULL,
// Vol Wgt Enc Dmg Cut Env Wrm Sto
4, 2, 1, 4, 0, 1, 3, 0, 0, 0, 0, 0, false,
{ARMORMOD_NULL, ARMORMOD_NULL, ARMORMOD_NULL, ARMORMOD_NULL, ARMORMOD_NULL}},
{"leather-padded.", c_white, LEATHER, MNULL,
4, 4, 1, 10, 4, 0, 1, -3, 0, 0, 0, 0, false,
{ARMORMOD_NULL, ARMORMOD_NULL, ARMORMOD_NULL, ARMORMOD_NULL, ARMORMOD_NULL}},
{"plated in iron.", c_white, IRON, MNULL,
4, 12, 3, 8, 14, 0, 1, -4, 0, 0, 0, 0, false,
{ARMORMOD_NULL, ARMORMOD_NULL, ARMORMOD_NULL, ARMORMOD_NULL, ARMORMOD_NULL}},
};
#define NUM_ART_ADJS 20
std::string artifact_adj[NUM_ART_ADJS] = {
"Forbidden", "Unknown", "Forgotten", "Hideous", "Eldritch",
"Gelatinous", "Ancient", "Cursed", "Bloody", "Undying",
"Shadowy", "Silent", "Cyclopean", "Fungal", "Unspeakable",
"Grotesque", "Frigid", "Shattered", "Sleeping", "Repellent"
};
#define NUM_ART_NOUNS 20
// Prepending + makes it proper, e.g. "The Forbidden Abyss"
std::string artifact_noun[NUM_ART_NOUNS] = {
"Technique", "Dreams", "Beasts", "Evil", "Miasma",
"+Abyss", "+City", "Shadows", "Shade", "Illusion",
"Justice", "+Necropolis", "Ichor", "+Monolith", "Aeons",
"Graves", "Horrors", "Suffering", "Death", "Horror"
};
#endif