# projection.txt # Descriptions, colors, message types, and obvious can be edited without # bad effects. # Changing the name will affect links with any brands in brand.txt that used # the old name. # Changing the maximum damage, relation of damage to the breather's HP, # reductions due to resistance and whether the projection wakes will have # implications for balance. # Changing the codes or their ordering has to be done with care and in # conjunction with recompiling the game. The projections of type element # have to appear first in the same order and with the same codes as the # listing of elements in list-elements.h. The projections of other types # have to appear after those of type element and in the same order as they # are listed in list-projections.h. # === Understanding projection.txt === # Format: # code: code # name: name # type: element / environs / monster # desc: description # player-desc: player description # blind-desc: blind description # lash-desc: lash description # numerator: damage multiplier # denominator: damage divisor # divisor: HP divisor # damage-cap: max damage # msgt: message type # obvious: 0/1 # wake: 0/1 # color: color # 'code' is the computer code for this projection used by the game. For # projections of type element, the code must match the argument to one of the # ELEM() macros in list-elements.h, and those projections must appear first # and in the order they are listed in list-elements.h. For projections of # other types, the code must match the argument to one of the PROJ() # macros in list-projections.h, and those projections must appear in the # order they are listed in list-projections.h. # 'name' is the human readable name for this projection. A brand in brand.txt # is linked to a projection through the name. # 'type' can be 'element' for an elemental attack type, 'environs' for # something that affects terrain or dungeon features, or 'monster' for # direct effects on monsters. # 'desc' is the descriptive name for the projection, usually used in object # descriptions. # 'player-desc' is similar to desc and is used primarily when describing # ball, breath, arc, short beam, spot, or sphere effects. # 'blind-desc' is how the projection is described to the player when they # cannot see the monster using it. # 'lash-desc' is the description for the "lash" effect used for spitting or # whipping monsters. # 'numerator' and 'denominator' define the fraction of damage allowed through # player resistance to an element. The numerator is a simple non-negative # integer. The denominator is a dice expression (i.e. "3" or "5+1d4") without # a bonus. If the denominator evaluates to zero, there will be no reduction # of damage due to the player having a resistance. # 'divisor' is used to divide the attacking creature's hitpoints by to determine # breath damage. # 'damage-cap' is the maximum breath damage, regardless of monster hitpoints, # before resistance is applied. # 'msgt' is the message type code used by the message system. The type must # either match (case-insensitve) 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. 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). # 'obvious' indicates whether the nature of the projection effect is obvious # to the player. Use 1 if it is; any other non-negative integer value (best # to use 0) indicates that it is not obvious. # 'wake' indicates whether the projection will automatically wake affected # monsters. Use 1 if it will wake; any other non-negative integer value (best # to use 0) indicates that the projection is not forced to wake an affected # monster. # 'color' is the colour of the projection. You may use the one letter code # for the color or the full color name (case insensitive). code:ACID name:acid type:element desc:acid player-desc:acid blind-desc:acid lash-desc:acid numerator:1 denominator:3 divisor:3 damage-cap:1600 msgt:BR_ACID obvious:1 wake:1 color:Slate code:ELEC name:lightning type:element desc:lightning player-desc:lightning blind-desc:lightning lash-desc:lightning numerator:1 denominator:3 divisor:3 damage-cap:1600 msgt:BR_ELEC obvious:1 wake:1 color:Blue code:FIRE name:fire type:element desc:fire player-desc:fire blind-desc:fire lash-desc:fire numerator:1 denominator:3 divisor:3 damage-cap:1600 msgt:BR_FIRE obvious:1 wake:1 color:Red code:COLD name:cold type:element desc:cold player-desc:frost blind-desc:cold lash-desc:frost numerator:1 denominator:3 divisor:3 damage-cap:1600 msgt:BR_FROST obvious:1 wake:1 color:White code:POIS name:poison type:element desc:poison player-desc:poison gas blind-desc:poison lash-desc:venom numerator:1 denominator:3 divisor:3 damage-cap:800 msgt:BR_GAS obvious:1 wake:1 color:Green code:LIGHT name:light type:element desc:light player-desc:light blind-desc:something lash-desc:brightness numerator:6 denominator:8+1d4 divisor:6 damage-cap:500 msgt:BR_LIGHT obvious:1 wake:1 color:Orange code:DARK name:dark type:element desc:dark player-desc:dark blind-desc:something lash-desc:blackness numerator:6 denominator:8+1d4 divisor:6 damage-cap:500 msgt:BR_DARK obvious:1 wake:1 color:Light Dark code:SOUND name:sound type:element desc:sound player-desc:sound blind-desc:noise lash-desc:sound numerator:6 denominator:8+1d4 divisor:6 damage-cap:500 msgt:BR_SOUND obvious:1 wake:1 color:Yellow code:SHARD name:shards type:element desc:shards player-desc:shards blind-desc:something sharp lash-desc:razors numerator:6 denominator:8+1d4 divisor:6 damage-cap:500 msgt:BR_SHARDS obvious:1 wake:1 color:Umber code:NEXUS name:nexus type:element desc:nexus player-desc:nexus blind-desc:something strange lash-desc:dislocation numerator:6 denominator:8+1d4 divisor:6 damage-cap:400 msgt:BR_NEXUS obvious:1 wake:1 color:Light Red code:NETHER name:nether type:element desc:nether player-desc:nether blind-desc:something cold lash-desc:withering numerator:6 denominator:8+1d4 divisor:6 damage-cap:600 msgt:BR_NETHER obvious:1 wake:1 color:Light Green code:CHAOS name:chaos type:element desc:chaos player-desc:chaos blind-desc:something strange lash-desc:confusion numerator:6 denominator:8+1d4 divisor:6 damage-cap:600 msgt:BR_CHAOS obvious:1 wake:1 color:Violet code:DISEN name:disenchantment type:element desc:disenchantment player-desc:disenchantment blind-desc:something strange lash-desc:unmagic numerator:6 denominator:8+1d4 divisor:6 damage-cap:500 msgt:BR_DISEN obvious:1 wake:1 color:Violet code:WATER name:water type:element desc:water player-desc:water blind-desc:water lash-desc:water divisor:6 damage-cap:0 msgt:GENERIC obvious:1 wake:1 color:Slate code:ICE name:ice type:element desc:ice player-desc:ice blind-desc:something sharp lash-desc:icicles numerator:1 denominator:3 divisor:6 damage-cap:0 msgt:GENERIC obvious:1 wake:1 color:White code:GRAVITY name:gravity type:element desc:gravity player-desc:gravity blind-desc:something strange lash-desc:gravity divisor:3 damage-cap:200 msgt:BR_GRAVITY obvious:1 wake:1 color:Light Slate code:INERTIA name:inertia type:element desc:inertia player-desc:inertia blind-desc:something strange lash-desc:lassitude divisor:6 damage-cap:200 msgt:BR_INERTIA obvious:1 wake:1 color:Light Slate code:FORCE name:force type:element desc:force player-desc:force blind-desc:something hard lash-desc:impact divisor:6 damage-cap:200 msgt:BR_FORCE obvious:1 wake:1 color:Umber code:TIME name:time type:element desc:time player-desc:time blind-desc:something strange lash-desc:ruination divisor:3 damage-cap:150 msgt:BR_TIME obvious:1 wake:1 color:Light Blue code:PLASMA name:plasma type:element desc:plasma player-desc:plasma blind-desc:something lash-desc:living fire divisor:6 damage-cap:150 msgt:BR_PLASMA obvious:1 wake:1 color:Red code:METEOR name:meteors type:element desc:a meteor player-desc:meteor blind-desc:something lash-desc:meteoric iron divisor:6 damage-cap:0 msgt:GENERIC obvious:1 wake:1 color:Red code:MISSILE name:magic missiles type:element desc:a missile player-desc:magical energy blind-desc:something divisor:6 damage-cap:0 msgt:GENERIC obvious:1 wake:1 color:Violet code:MANA name:mana type:element desc:mana player-desc:the elements blind-desc:something lash-desc:raw magic divisor:3 damage-cap:1600 msgt:BR_ELEMENTS obvious:1 wake:1 color:Light dark code:HOLY_ORB name:holy power type:element desc:a holy orb player-desc:holy power blind-desc:something lash-desc:holy power divisor:6 damage-cap:0 msgt:GENERIC obvious:1 wake:1 color:Light Dark code:ARROW name:arrows type:element desc:an arrow player-desc:arrows blind-desc:something sharp divisor:6 damage-cap:0 msgt:GENERIC obvious:1 wake:1 color:White code:LIGHT_WEAK type:environs desc:light player-desc:weak light blind-desc:something obvious:1 color:ORANGE code:DARK_WEAK type:environs desc:darkness player-desc:darkness blind-desc:something obvious:0 color:L_DARK code:KILL_WALL type:environs desc:rock remover blind-desc:something obvious:1 color:WHITE code:KILL_DOOR type:environs desc:destroys doors blind-desc:something obvious:0 color:WHITE code:KILL_TRAP type:environs desc:disables traps blind-desc:something obvious:0 color:WHITE code:MAKE_DOOR type:environs desc:creates doors blind-desc:something obvious:0 color:WHITE code:MAKE_TRAP type:environs desc:creates traps blind-desc:something obvious:0 color:WHITE code:AWAY_UNDEAD type:monster desc:teleports undead away blind-desc:something obvious:0 color:White code:AWAY_EVIL type:monster desc:teleports evil monsters away blind-desc:something obvious:0 color:White code:AWAY_SPIRIT type:monster desc:teleports monsters with a spirit away blind-desc:something obvious:0 color:White code:AWAY_ALL type:monster desc:teleports monsters away blind-desc:something obvious:1 wake:1 color:White code:TURN_UNDEAD type:monster desc:turns undead blind-desc:something obvious:0 color:White code:TURN_EVIL type:monster desc:frightens evil monsters blind-desc:something obvious:0 color:White code:TURN_LIVING type:monster desc:scares living monsters blind-desc:something obvious:0 color:White code:TURN_ALL type:monster desc:causes monsters to flee blind-desc:something obvious:0 wake:1 color:White code:DISP_UNDEAD type:monster desc:damages undead blind-desc:something obvious:0 color:White code:DISP_EVIL type:monster desc:damages evil monsters blind-desc:something obvious:0 color:White code:DISP_ALL type:monster desc:damages all monsters blind-desc:something obvious:1 wake:1 color:White code:SLEEP_UNDEAD type:monster desc:attempts to put undead to sleep blind-desc:something obvious:0 color:White code:SLEEP_EVIL type:monster desc:attempts to put evil monsters to sleep blind-desc:something obvious:0 color:White code:SLEEP_ALL type:monster desc:attempts to put all monsters to sleep blind-desc:something obvious:0 color:White code:MON_CLONE type:monster desc:hastes, heals and magically duplicates monsters blind-desc:something obvious:1 color:White code:MON_POLY type:monster desc:polymorphs monsters into other kinds of creatures blind-desc:something obvious:0 color:White code:MON_HEAL type:monster desc:heals monsters blind-desc:something obvious:1 wake:1 color:White code:MON_SPEED type:monster desc:hastes monsters blind-desc:something obvious:1 wake:1 color:White code:MON_SLOW type:monster desc:attempts to slow monsters blind-desc:something obvious:1 wake:1 color:White code:MON_CONF type:monster desc:attempts to confuse monsters blind-desc:something obvious:0 color:White code:MON_HOLD type:monster desc:attempts to hold monsters still blind-desc:something obvious:0 color:White code:MON_STUN type:monster desc:attempts to stun monsters blind-desc:something obvious:0 color:White code:MON_DRAIN type:monster desc:damages living monsters blind-desc:something obvious:1 wake:1 color:White code:MON_CRUSH type:monster desc:kills monsters below a hitpoint threshold blind-desc:something obvious:1 color:White