# File: terrain.txt # This file is used to initialize the "terrain feature" information for # the Angband game. # Do not modify this file unless you know exactly what you are doing, # unless you wish to risk possible system crashes and broken savefiles. # Note that, unlike other edit files, modifying this file casually is likely # to be a BAD IDEA (unless you intend to make actual programming changes) # for two reasons: # 1. Terrain features do not appear unless there is specific code in the # level generation algorithms to include them, so adding new terrain # features to this file will by itself have no effect. # 2. Changing the properties (especially flags but also mimicry, digging, # and resist flag) can significantly change game behavior, and any changes # will likely mess up a game which was started before the changes took place # and is reloaded when the changes are in effect. # You may more freely alter the graphics, names, messages, and descriptions. # There is an implicit linkage between the symbols for the stores and the # shortcut keys in the main knowledge menu to display a store's contents # (those keys are set by the ordering of the stores within list-terrain.h). # Note that terrain feature zero contains the "darkness" picture. # === Understanding terrain.txt === # code : code name from list-terrain.h # name : terrain printable name # graphics : symbol : color # mimic : code name for the feature to mimic # priority : display priority on mini-map # flags : terrain flags # digging : digging index # walk-msg: warning message - walking # run-msg: warning message - running # hurt-msg: damage message # die-msg: death message # confused-msg: message for confused monster move into non-passable terrain # look-prefix: used before the name in the result from looking # look-in-preposition: preposition used when looking at one's own position # resist-flag: monster race flag for resist # 'code' indicates the start of an entry. The value used for the code # must match the argument to one of the FEAT() macros in list-terrain.h. # 'name' specifies the printable name for the terrain. As this is displayed # in the status bar and various menus, a short name is preferable. # 'graphics' is for graphics - symbol and color. There are 27 colors: # D - Dark Gray w - White s - Gray o - Orange # r - Red g - Green b - Blue u - Umber # W - Light Gray P - Light Purple y - Yellow R - Light Red # G - Light Green B - Light Blue U - Light Umber p - Purple # v - Violet t - Teal m - Mud Y - Light Yellow # i - Magenta-Pink T - Light Teal V - Light Violet I - Light Pink # M - Mustard z - Blue Slate Z - Deep Light Blue # 'mimic' is the code name (one of the arguments to the FEAT() macros in # list-terrain.h) of a feature to mimic; some features look like another # feature until they are discovered by the player. # 'priority' is for display priority on the minimap, where only a selection # of grids are chosen. This enables the minimap to display the information # most likely to be useful to the player. # 'flags' is for terrain flags. # 'digging' is to specify the difficulty of digging through the terrain. This # is optional and, if the terrain, based on its flags, is not diggable, setting # the index has no substantial effect besides error checking during parsing. # The difficuly is specified as an integer from one to five (i.e. one plus one # of the DIGGING_* constants from player.h) where one is like rubble, two is # like a magma vein, three is like a quartz vein, four is like granite, and # five is like a closed door. # 'walk-msg' is the warning message for the player on stepping into damaging # terrain # 'run-msg' is the warning message for the player on running into damaging # terrain # 'hurt-msg' is the message the player gets when damaged by terrain # 'die-msg' is the description if damaging terrain kills the player # 'confused-msg' is the description of an attempt for a monster to move into # non-passable terrain due to confusion # 'look-prefix' is printed before the name in the result of looking at the # terrain. If not set, the default is to use 'an' if the name starts with # a vowel or 'a' if the name does not start with a vowel. # 'look-in-preposition' is the preposition that will be used when printing # the result for an observer looking at the observer's grid: 'You are # '. If not set, the default is to use 'on'. # 'resist-flag' is the race flag a monster must have to be able to enter # damaging terrain # 'desc' is for description. As many desc: lines may be used as are needed # to describe the terrain. Note that lines will need spaces at their # ends or the beginning of the next line to prevent words from running # together. code:NONE name:unknown grid graphics: :w priority:2 code:FLOOR name:open floor graphics:.:w priority:5 flags:LOS | PROJECT | PASSABLE | FLOOR | OBJECT | EASY | TRAP | TORCH desc:An open floor or bare ground. Can be walked across by anything, and can desc: hold traps or items. Does not break line of sight. code:CLOSED name:closed door graphics:+:U priority:17 flags:DOOR_ANY | DOOR_CLOSED | INTERESTING digging:5 confused-msg:bangs into a door desc:Doors may be locked; getting through them may not be easy. Your desc: disarming skill makes all the difference to your ability to handle locks, desc: but you can also take a pickaxe to them, or blast them open desc: with magic. Monsters are also slowed down by doors; you can earn yourself desc: valuable time by locking them. code:OPEN name:open door graphics:':U priority:15 flags:LOS | PROJECT | PASSABLE | DOOR_ANY | INTERESTING | CLOSABLE | EASY look-in-preposition:in desc:A door that is already open. Player, monster, spell and missile can pass desc: through as long as it stays open. code:BROKEN name:broken door graphics:':u priority:15 flags:LOS | PROJECT | PASSABLE | DOOR_ANY | INTERESTING | EASY look-in-preposition:in desc:A door so broken that it cannot be shut. code:LESS name:up staircase graphics:<:w priority:25 flags:LOS | PROJECT | PASSABLE | PERMANENT | INTERESTING | STAIR | UPSTAIR flags:EASY | TORCH desc:A staircase up to a shallower part of the dungeon. code:MORE name:down staircase graphics:>:w priority:25 flags:LOS | PROJECT | PASSABLE | PERMANENT | INTERESTING | STAIR | DOWNSTAIR flags:EASY | TORCH desc:A staircase down to a deeper part of the dungeon. code:STORE_GENERAL name:General Store graphics:1:U priority:20 flags:SHOP | LOS | PROJECT | PASSABLE | PERMANENT | INTERESTING | EASY look-prefix:the entrance to the look-in-preposition:at desc:The General Store sells food, ammunition and lighting supplies. code:STORE_ARMOR name:Armoury graphics:2:s priority:20 flags:SHOP | LOS | PROJECT | PASSABLE | PERMANENT | INTERESTING | EASY look-prefix:the entrance to the look-in-preposition:at desc:The armour sold here will give you some protection against the blows of desc: your enemies. code:STORE_WEAPON name:Weapon Smiths graphics:3:w priority:20 flags:SHOP | LOS | PROJECT | PASSABLE | PERMANENT | INTERESTING | EASY look-prefix:the entrance to the look-in-preposition:at desc:Weapons for hitting and shooting your enemies are forged in the hot, acrid desc: backroom of this enticing shop. code:STORE_BOOK name:Bookseller graphics:4:g priority:20 flags:SHOP | LOS | PROJECT | PASSABLE | PERMANENT | INTERESTING | EASY look-prefix:the entrance to the look-in-preposition:at desc:A quiet, reflective place of refuge, lined with shelves of desc: mystical tomes. code:STORE_ALCHEMY name:Alchemy Shop graphics:5:b priority:20 flags:SHOP | LOS | PROJECT | PASSABLE | PERMANENT | INTERESTING | EASY look-prefix:the entrance to the look-in-preposition:at desc:A dim, scented room where potions and scrolls are traded. code:STORE_MAGIC name:Magic Shop graphics:6:r priority:20 flags:SHOP | LOS | PROJECT | PASSABLE | PERMANENT | INTERESTING | EASY look-prefix:the entrance to the look-in-preposition:at desc:A shop for devices and adornments with magic trapped within. code:STORE_BLACK name:Black Market graphics:7:D priority:20 flags:SHOP | LOS | PROJECT | PASSABLE | PERMANENT | INTERESTING | EASY look-prefix:the entrance to the look-in-preposition:at desc:Watch your back and hold onto your purse as you enter this disreputable desc: haunt - and do not expect friendly service or good bargains. code:HOME name:Home graphics:8:y priority:20 flags:SHOP | LOS | PROJECT | PASSABLE | PERMANENT | INTERESTING | EASY look-prefix:the entrance to the look-in-preposition:at desc:Your safe piece of Middle Earth, and the only place you can store goods desc: apart from on your person. code:SECRET name:secret door graphics:#:w priority:10 mimic:GRANITE flags:WALL | ROCK | DOOR_ANY | GRANITE | TORCH digging:5 confused-msg:bashes into a wall desc:A door that appears like a granite wall to untrained eyes. code:RUBBLE name:pile of rubble graphics:::W priority:13 flags:ROCK | NO_SCENT | NO_FLOW | INTERESTING | TORCH digging:1 confused-msg:bumps into some rocks desc:Ends LOS, stops missiles, bolts, and beams. May dissolve or be tunnelled desc: to normal floor. code:MAGMA name:magma vein graphics:%:D priority:12 flags:WALL | ROCK | NO_SCENT | NO_FLOW | MAGMA | TORCH digging:2 confused-msg:bashes into a wall desc:A seam of soft rock. It can be removed by digging or magic, and passed desc: through by immaterial monsters. It stops any spells, missiles or line of desc: sight. code:QUARTZ name:quartz vein graphics:%:s priority:11 flags:WALL | ROCK | NO_SCENT | NO_FLOW | QUARTZ | TORCH digging:3 confused-msg:bashes into a wall desc:A seam of hardish rock. It can be removed by digging or magic, and passed desc: through by immaterial monsters. It stops any spells, missiles or line of desc: sight. code:MAGMA_K name:magma vein with treasure graphics:*:o priority:19 flags:WALL | ROCK | INTERESTING | NO_SCENT | NO_FLOW | GOLD | MAGMA digging:2 confused-msg:bashes into a wall desc:A seam of soft rock. It can be removed by digging or magic, and passed desc: through by immaterial monsters. It stops any spells, missiles or line of desc: sight. It contains visible treasure. code:QUARTZ_K name:quartz vein with treasure graphics:*:y priority:19 flags:WALL | ROCK | INTERESTING | NO_SCENT | NO_FLOW | GOLD | QUARTZ digging:3 confused-msg:bashes into a wall desc:A seam of hardish rock. It can be removed by digging or magic, and passed desc: through by immaterial monsters. It stops any spells, missiles or line of desc: sight. It contains visible treasure. code:GRANITE name:granite wall graphics:#:W priority:10 flags:WALL | ROCK | GRANITE | NO_SCENT | NO_FLOW | TORCH digging:4 confused-msg:bashes into a wall desc:A seam of hard rock. It can be removed by digging or magic, and passed desc: through by immaterial monsters. It stops any spells, missiles or line of desc: sight. code:PERM name:permanent wall graphics:#:z priority:10 flags:WALL | ROCK | PERMANENT | NO_SCENT | NO_FLOW confused-msg:bashes into a wall desc:You can dig through most walls but these are impenetrable. The dungeon is desc: surrounded by these kinds of walls and some special rooms are made of them. ## New terrain code:LAVA name:lava graphics:#:r priority:10 flags:LOS | PROJECT | FIERY | PASSABLE | NO_SCENT | BRIGHT look-prefix:some desc:A fiery pool of glowing lava. Step in it at your peril! walk-msg:The lava will scald you! Really step in? run-msg:Lava blocks your path. Step into it? hurt-msg:The lava burns you! die-msg:burning to a cinder in lava resist-flag:IM_FIRE code:PASS_RUBBLE name:pile of passable rubble graphics:::u priority:13 flags:ROCK | PASSABLE | INTERESTING | TORCH digging:1 desc:Ends LOS, stops missiles, bolts, and beams, and reduces the radius of ball desc: spells. May dissolve or be tunnelled to normal floor, and can be walked desc: through by the player and monsters.