# File: player_timed.txt # Used in conjunction with list-player-timed.h # Timed player properties # Descriptions, messages and message types can be edited without bad effects. # Changing fail may have unpredictable results. # Changing the name or adding whole new entries will severely disrupt the game. # It should only be done when list-player-timed.h (and other code) is also being # changed, and the game recompiled. # Changing a resist line will have to match to one of the hard-coded elements # from list-elements.h; currently, those resist lines are used in player # resistance calculations, to filter out unnecessary messages when timed # effects lapse and to affect selection of randart activations. # Changing a brand or slay line will have to match to an entry in brand.txt or # slay.txt, respectively; besides the effect on combat, those lines also # affect selection of randart activations. # Changing a flag-synonym line will have to match to an entry, of type flag, in # object_property.txt; those lines are currently used in player calculations, # to filter out unnecessary messages when timed effects lapse and to affect # selection of randart activations. # Fields: # name - the effect name; the name must match the first argument to one of the # TMD() macros in list-player-timed.h # desc - the effect description # grade - specify a grade for this effect; most effects only have two grades: # off (implicit for all effects, maximum of 0, no transition messages) # and on (the one grade specified for the effect in this file) # param one: color used on the status line for this effect when in this # grade; may be a one letter color code or the full color name # (case insensitive) # param two: is the maximum for this grade; to work properly must be # greater than zero, less than 32768, and greater than the maximum # for any previous grades specified for this effect # param three: is the name of the grade and will be shown in the status # line; use a one character long name for the grade to suppress # showing the timed effect in the status line when in that grade # param four: is the message to display when the effect enters this # grade from a lower grade; no message will be displayed if the # message is one character long # param five (optional): is the message to display when the effect # enters this grade from a higher grade; no message will be # displayed if this parameter is omitted # on-end - the message on ending the effect # on-increase - the message on the effect increasing # on-decrease - the message on the effect decreasing # msgt - the message type to use for the change of grade, on-increase, and # on-decrease messages for this effect; the type must either match # (case-insensitive) the first argument to one of the MSG() macros in # list-message.h or be an unsigned integer less than MSG_MAX which is # the index of the message type to use within list-message.h; on-end # messages always use the RECOVER message type; for the textui user # interface, the message type affects the message color (configured # globally by lib/customize/message.prf; also configurable by # preferences in the user's files) and the sound played when the # message is displayed (configured globally by lib/customize/sound.prf; # also configurable by preferences in the user's files) # fail - determines what makes the effect fail; may be specified more than # once - the effect will fail if any of the conditions are met # param one: # 1 - object flag # 2 - resist # 3 - vulnerability # 4 - player flag # 5 - presence of timed effect # param two: # the actual flag that causes the failure; for an object flag, the # flag must match the first argument to one of the OF() macros in # list-object-flags.h; for a player flag, the flag must match the # first argument to one of the PF() macros in list-player-flags.h; for # a resist or vulnerability, the flag must match the argument to one # of the ELEM() macros in list-elements.h; for a timed effect, the # flag must match the argument to one of the TMD() macros in # list-player-timed.h # on-begin-effect - (optional) specifies an effect to be invoked when the # timed effect starts; can be used more than once - the # additional effects will be executed in the order in which # they appear # param one: name of the effect (argument to one of the # EFFECT() macros in list-effects.h) # param two: name of the subtype of the effect; can be # omitted # param three: radius of the effect; can be omitted and # must be omitted if the subtype is omitted # param four: the "other" parameter for the effect; can be # omitted and must be omitted if the subtype or radius is # omitted # on-end-effect - (optional) specifies an effect to be invoked when the timed # effect lapses; can be used more than once - the additional # effects will be executed in the order in which they appear # param one: name of the effect (argument to one of the # EFFECT() macros in list-effects.h) # param two: name of the subtype of the effect; can be omitted # param three: radius of the effect; can be omitted and must # be omitted if the subtype is omitted # param four: the "other" parameter for the effect; can be # omitted and must be omitted if the subtype or radius is # omitted # effect-yx - (optional) specifies the y and x parameters of the most recently # set effect (i.e. from a prior on-begin-effect or on-end-effect # directive) # param one: is the value of the y parameter for the effect # param two: is the value of the x parameter for the effect # effect-dice - (optional) specifies the dice string for the most recently # set effect (i.e. from a prior on-begin-effect or on-end-effect # directive) # effect-expr - (optional) defines an expression for the dice string of the # most recently set effect (i.e. from a prior on-begin-effect # or on-end-effect directive); requires that the dice string has # been set for the effect with an effect-dice directive # param one: is the name of the variable to substitute with the # value of the expression; variable names must be all # capital letters and a reference to a variable in a dice # string starts with a $; if the dice string does not contain # a reference to the given variable, parsing of the game's # data files will stop with an error # param two: set the name of the base value to modify with the # operations in the third parameter; the name can be one of # those listed below; if it does not match any in the list, # the base value will be zero # PLAYER_LEVEL - the player's level # DUNGEON_LEVEL - the dungeon's level # MAX_SIGHT - the maximum sight range, in grids # WEAPON_DAMAGE - a random roll for the base damage (only # the weapon's dice and damage modifiers are included; # no damage modifiers from the player or equipment # other than the weapon are used) of the player's # equipped weapon; if the player has no equipped # weapon, the value of this is zero # PLAYER_HP - the player's current number of hit points # MONSTER_PERCENT_HP_GONE - ((maximum hit points for the # player's target monster - current hit points for the # player's target monster) * 100) / maximum hit points # for the player's target monster or 0 if the player # doesn't currently have a targeted monster # param three: sets the operations to perform on the base value to # get the value substituted into the dice expression; for # instance, "* 2 / 3" would multiply the base value by 2 then # divide that result by three, discarding any remainder; # operators that are allowed are '+' (addition), # '-' (subtraction), '*' (multiplication), '/' (integer # division; discards remainder), and 'n' or 'N' (either negate # the result from before the operator); integer constants # in the operations must be between -32768 and 32767; # operators and integer constants in the operations should be # separated by single spaces # effect-msg - (optional) appends to the message associated with the most # recently set effect (i.e. from a prior on-begin-effect or # on-end-effect directive); how that message is used depends on # the effect - typically it may be printed during the effect or # is used as a death message # resist - (optional) when this timed property is active, the recipient gains # a temporary resistance to the named element # brand - (optional) when this timed property is active, the recipient gains # the given brand (by its code in brand.txt) on equipped weapons; when # there's no brand line, the timed property does not induce a brand # slay - (optional) when this timed property is active, the recipient gains # the given slay (by its code in slay.txt) on equipped weapons; when # there's no slay line, the timed property does not induce a slay # flag-synonym - (optional) indicate that this timed property is (largely) # synonymous to the object property of type flag in # object_property.txt with the code given by the first parameter; # if the second parameter is not zero, this timed property is an # exact synonym, except for duration; if the second parameter is # zero, the timed property has other effects that are not # implied by the named object property # lower-bound - (optional) overrides the default lower bound of zero for the # timed effect; the lower bound must be non-negative, less # than 32768, and less than or equal to the maximum for any of # the timed effect's grades; if the lower bound is greater than # zero, the timed effect is always active (so a message set by # on-end or an effect by on-begin-effect or on-end-effect will # not be used) # flags - (optional) specifies one or more flags for the timed effect; can # appear more than once with all the flags specified accumulating; # more than one flag can be specified each time it is used - the names # of the flags must be separated by spaces or '|'; the flag names or # that are understood are: # NONSTACKING - any attempt to increase the timed effect while it is # already active will not increase the duration; this is a stronger # restriction than having the timed effect fail because of the # timed effect itself, primarily because NONSTACKING also affects # cases, like TIMED_INC_NO_RES effects, where the failure check is # bypassed; NONSTACKING is also handled differently than failing # for the timed effect itself in terms of lore checks (if a timed # effect is NONSTACKING, lore for a monster won't show that the # monster's attack inflicting that status is resisted solely # because the character is already subject to the timed effect) name:FAST desc:haste grade:G:10000:Haste:You feel yourself moving faster! on-end:You feel yourself slow down. msgt:SPEED name:SLOW desc:slowness grade:U:10000:Slow:You feel yourself moving slower! on-end:You feel yourself speed up. msgt:SLOW fail:1:FREE_ACT name:BLIND desc:blindness grade:o:10000:Blind:You are blind. on-end:You blink and your eyes clear. msgt:BLIND fail:1:PROT_BLIND name:PARALYZED desc:paralysis grade:r:10000:Paralyzed!:You are paralysed! on-end:You can move again. msgt:PARALYZED fail:1:FREE_ACT flags:NONSTACKING name:CONFUSED desc:confusion grade:o:10000:Confused:You are confused! on-end:You are no longer confused. on-increase:You are more confused! on-decrease:You feel a little less confused. msgt:CONFUSED fail:1:PROT_CONF name:AFRAID desc:fear grade:o:10000:Afraid:You are terrified! on-end:You feel bolder now. on-increase:You are more scared! msgt:AFRAID fail:1:PROT_FEAR flag-synonym:AFRAID:1 name:IMAGE desc:hallucination grade:o:10000:Halluc:You feel drugged! on-end:You can see clearly again. on-increase:You feel more drugged! msgt:DRUGGED fail:2:CHAOS name:POISONED desc:poisoning grade:o:10000:Poisoned:You are poisoned! on-end:You are no longer poisoned. on-increase:You are more poisoned! on-decrease:You are less poisoned. msgt:POISONED fail:2:POIS fail:5:OPP_POIS name:CUT desc:wounds grade:y:10:Graze:You have been given a graze. grade:y:25:Light Cut:You have been given a light cut. grade:o:50:Bad Cut:You have been given a bad cut. grade:o:100:Nasty Cut:You have been given a nasty cut. grade:r:200:Severe Cut:You have been given a severe cut. grade:r:1000:Deep Gash:You have been given a deep gash. grade:R:10000:Mortal Wound:You have been given a mortal wound. on-end:You are no longer bleeding. msgt:CUT fail:4:ROCK name:STUN desc:stunning grade:o:50:Stun:You have been stunned. grade:o:150:Heavy Stun:You have been heavily stunned. grade:r:10000:Knocked Out:You have been knocked out. on-end:You are no longer stunned. msgt:STUN fail:1:PROT_STUN # Note food grades are in percentages here, and are translated on parsing name:FOOD desc:nourishment grade:R:1:Starving: :You are starving!! grade:r:4:Faint:You are still faint.:You are getting faint from hunger! grade:o:8:Weak:You are still weak.:You are getting weak from hunger! grade:y:15:Hungry:You are still hungry.:You are getting hungry. grade:G:90:Fed:You are no longer hungry.:You are no longer full. grade:g:100:Full:You are full!: msgt:HUNGRY lower-bound:1 name:PROTEVIL desc:protection from evil grade:G:10000:ProtEvil:You feel safe from evil! on-end:You no longer feel safe from evil. on-increase:You feel even safer from evil! msgt:PROT_EVIL name:INVULN desc:invulnerability grade:G:10000:Invuln:You feel invulnerable! on-end:You feel vulnerable once more. msgt:INVULN name:HERO desc:heroism grade:G:10000:Hero:You feel like a hero! on-end:You no longer feel heroic. on-increase:You feel more like a hero! msgt:HERO flag-synonym:PROT_FEAR:0 name:SHERO desc:berserk rage grade:G:10000:Berserk:You feel like a killing machine! on-end:You no longer feel berserk. on-increase:You feel even more berserk! msgt:BERSERK flag-synonym:PROT_FEAR:0 name:SHIELD desc:mystic shield grade:G:10000:Shield:A mystic shield forms around your body! on-end:Your mystic shield crumbles away. on-increase:The mystic shield strengthens. msgt:SHIELD name:BLESSED desc:your AC and to-hit bonus grade:G:10000:Blssd:You feel righteous! on-end:The prayer has expired. on-increase:You feel more righteous! msgt:BLESSED name:SINVIS desc:see invisible grade:G:10000:SInvis:Your eyes feel very sensitive! on-end:Your eyes no longer feel so sensitive. on-increase:Your eyes feel more sensitive! msgt:SEE_INVIS flag-synonym:SEE_INVIS:1 name:SINFRA desc:enhanced infravision grade:G:10000:Infra:Your eyes begin to tingle! on-end:Your eyes stop tingling. on-increase:The tingling in your eyes intensifies. msgt:INFRARED name:OPP_ACID desc:acid resistance grade:s:10000:RAcid:You feel resistant to acid! on-end:You are no longer resistant to acid. on-increase:You feel more resistant to acid! msgt:RES_ACID fail:3:ACID resist:ACID name:OPP_ELEC desc:electricity resistance grade:b:10000:RElec:You feel resistant to electricity! on-end:You are no longer resistant to electricity. on-increase:You feel more resistant to electricity! msgt:RES_ELEC fail:3:ELEC resist:ELEC name:OPP_FIRE desc:fire resistance grade:r:10000:RFire:You feel resistant to fire! on-end:You are no longer resistant to fire. on-increase:You feel more resistant to fire! msgt:RES_FIRE fail:3:FIRE resist:FIRE name:OPP_COLD desc:cold resistance grade:w:10000:RCold:You feel resistant to cold! on-end:You are no longer resistant to cold. on-increase:You feel more resistant to cold! msgt:RES_COLD fail:3:COLD resist:COLD name:OPP_POIS desc:poison resistance grade:g:10000:RPois:You feel resistant to poison! on-end:You are no longer resistant to poison. on-increase:You feel more resistant to poison! msgt:RES_POIS fail:3:POIS resist:POIS name:OPP_CONF desc:confusion resistance grade:v:10000:RConf:You feel resistant to confusion! on-end:You are no longer resistant to confusion. on-increase:You feel more resistant to confusion! flag-synonym:PROT_CONF:1 name:AMNESIA desc:amnesia grade:o:10000:Amnesiac:You feel your memories fade. on-end:Your memories come flooding back. msgt:GENERIC name:TELEPATHY desc:telepathy grade:B:10000:ESP:Your mind expands. on-end:Your horizons are once more limited. on-increase:Your mind expands further. msgt:GENERIC flag-synonym:TELEPATHY:1 name:STONESKIN desc:stone skin grade:G:10000:Stone:Your skin turns to stone. on-end:A fleshy shade returns to your skin. msgt:GENERIC name:TERROR desc:terror grade:r:10000:Terror:You feel the need to run away and fast! on-end:The urge to run dissipates. msgt:AFRAID flag-synonym:AFRAID:0 name:SPRINT desc:sprinting grade:G:10000:Sprint:You start sprinting. on-end:You suddenly stop sprinting. msgt:SPEED on-end-effect:TIMED_INC_NO_RES:SLOW effect-dice:100 name:BOLD desc:fearlessness grade:G:10000:Bold:You feel bold. on-end:You no longer feel bold. on-increase:You feel even bolder! msgt:BOLD flag-synonym:PROT_FEAR:1 name:SCRAMBLE desc:scrambled grade:v:10000:Scrambled:Your body starts to scramble... on-end:Your body reasserts its true nature. on-increase:You are more scrambled! msgt:SCRAMBLE fail:2:NEXUS on-begin-effect:SCRAMBLE_STATS on-end-effect:UNSCRAMBLE_STATS name:TRAPSAFE desc:safety from traps grade:G:10000:TrapSafe:You feel safe from traps. on-end:You feel vulnerable to traps again. on-increase:You feel even safer from traps! flag-synonym:TRAP_IMMUNE:1 name:FASTCAST desc:mana channelling grade:i:10000:FastCast:You feel your mind accelerate. on-end:You feel your mind slow again. name:ATT_ACID desc:temporary acid brand grade:s:10000:AttAcid:Your {kind} start{s} to drip with acid! on-end:The acid disappears from your {kind}. brand:ACID_3 name:ATT_ELEC desc:temporary lightning brand grade:b:10000:AttElec:Sparks gather around your {kind}! on-end:The sparks fade from your {kind}. brand:ELEC_3 name:ATT_FIRE desc:temporary fire brand grade:r:10000:AttFire:Flames surround your {kind}! on-end:The flames on your {kind} subside. brand:FIRE_3 name:ATT_COLD desc:temporary cold brand grade:w:10000:AttCold:Your {kind} {is} covered in frost! on-end:The frost evaporates from your {kind}. brand:COLD_3 name:ATT_POIS desc:temporary poison brand grade:g:10000:AttPois:Your {kind} drip{s} with poison! on-end:The poison disappears from your {kind}. brand:POIS_3 name:ATT_CONF desc:temporary monster confusion grade:U:10000:AttConf:Your hands begin to glow! on-end:The glow fades from your hands. name:ATT_EVIL desc:temporary slay evil grade:w:10000:AttEvil:Your {kind} {is} imbued with holy force! on-end:Holy force fades from your {kind}. slay:EVIL_2 name:ATT_DEMON desc:temporary slay demon grade:R:10000:AttDemon:Your {kind} become{s} a bane of demons! on-end:Your {kind} return{s} to normal. slay:DEMON_5 name:ATT_VAMP desc:temporary hitpoint siphoning grade:p:10000:AttVamp:Your can drain life from your victims! on-end:Your life-draining power passes. name:HEAL desc:turn-by-turn healing through increased metabolism grade:G:10000:Heal:Your metabolism speeds up! on-end:Your metabolism return to normal. name:COMMAND desc:commanding a monster grade:P:10000:Cmd:You focus on your target. on-end:Your resume control of your own body. name:ATT_RUN desc:escape on attack grade:m:10000:HitRun:You tense up ready to escape! on-end:You relax again. name:COVERTRACKS desc:leave no scent trail, reduce visibility grade:T:10000:NoTrack:You begin covering your tracks. on-end:You stop covering your tracks. name:POWERSHOT desc:piercing shot grade:i:10000:PShot:You prepare to shoot powerfully! on-end:Your shooting power returns to normal. name:TAUNT desc:taunting grade:i:10000:Taunt:You start aggravating your enemies! on-end:You stop aggravating your enemies. name:BLOODLUST desc:desire to kill grade:y:10:Bloodlust:A red mist descends over your eyes! grade:I:18:Bloodlust:Your thirst for blood increases! grade:o:26:Bloodlust:Your thirst for blood increases! grade:r:34:Bloodlust:Your thirst for blood increases! grade:R:45:Bloodlust:Your thirst for blood increases! grade:P:50:Bloodlust:Your thirst for blood is insatiable! on-end:The mist clears. name:BLACKBREATH desc:black breath grade:D:10:BlkBrth:You are overcome by the Black Breath. on-end:The Black Shadow lifts. name:STEALTH desc:stealth grade:D:10000:Stealth:You feel silent! on-end:You feel less stealthy. name:FREE_ACT desc:free action grade:G:10000:FrAct:Your limbs fill with energy! on-end:Your limbs return to normal. on-increase:Your limbs feel more energetic! flag-synonym:FREE_ACT:1