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dc-item.txt
1186 lines (1110 loc) · 23.8 KB
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dc-item.txt
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# A note on variations. To create additional variations for weapons or armour,
# simply create 1-5 images, e.g.:
#
# weapon_normal WEP_SOME_WEAPON
# weapon_shiny
# weapon_runed
# weapon_glowing
# weapon_randart
#
# If only the first linrune has a define on it, then the following images will be
# considered as variations. If you don't have five, images will be reused for
# multiple types. See tilepick.cc for more details.
##### Artefacts (fixed and unrandart)
%include dc-unrand.txt
urand_wyrmbane1 UNRAND_WYRMBANE1
urand_wyrmbane2 UNRAND_WYRMBANE2
urand_wyrmbane3 UNRAND_WYRMBANE3
urand_wyrmbane4 UNRAND_WYRMBANE4
#####NORMAL
%sdir item/weapon
%rim 0
##Maces and Flails
club WPN_CLUB
club2
mace1 WPN_MACE
mace2
mace3
mace_large1 WPN_GREAT_MACE
mace_large2
mace_large3
flail1 WPN_FLAIL
flail2
flail3
dire_flail1 WPN_DIRE_FLAIL
dire_flail2
dire_flail3
morningstar1 WPN_MORNINGSTAR
morningstar2
morningstar3
eveningstar1 WPN_EVENINGSTAR
eveningstar2
eveningstar3
bullwhip WPN_WHIP
bullwhip2
bullwhip3
giant_club WPN_GIANT_CLUB
giant_club2
giant_club3
giant_spiked_club WPN_GIANT_SPIKED_CLUB
giant_spiked_club2
giant_spiked_club3
demon_whip WPN_DEMON_WHIP
demon_whip2
demon_whip3
sacred_scourge WPN_SACRED_SCOURGE
##Short Blades
dagger WPN_DAGGER
dagger2
dagger3
short_sword1 WPN_SHORT_SWORD
short_sword2
short_sword3
rapier1 WPN_RAPIER
rapier2
rapier3
quickblade1 WPN_QUICK_BLADE
quickblade2
quickblade3
##Long Blades
falchion1 WPN_FALCHION
falchion2
falchion3
scimitar1 WPN_SCIMITAR
scimitar2
scimitar3
long_sword1 WPN_LONG_SWORD
long_sword2
long_sword3
greatsword1 WPN_GREAT_SWORD
greatsword2
greatsword3
double_sword WPN_DOUBLE_SWORD
double_sword2
double_sword3
triple_sword WPN_TRIPLE_SWORD
triple_sword2
triple_sword3
demon_blade WPN_DEMON_BLADE
demon_blade2
demon_blade3
blessed_blade WPN_BLESSED_BLADE
##Axes
hand_axe1 WPN_HAND_AXE
hand_axe2
hand_axe3
war_axe1 WPN_WAR_AXE
war_axe2
war_axe3
broad_axe1 WPN_BROAD_AXE
broad_axe2
broad_axe3
battle_axe1 WPN_BATTLEAXE
battle_axe2
battle_axe3
executioner_axe1 WPN_EXECUTIONERS_AXE
executioner_axe2
executioner_axe3
##Polearms
spear1 WPN_SPEAR
spear2
spear3
trident1 WPN_TRIDENT
trident2
trident3
halberd1 WPN_HALBERD
halberd2
halberd3
scythe1 WPN_SCYTHE
scythe2
scythe3
glaive1 WPN_GLAIVE
glaive2
glaive3
bardiche1 WPN_BARDICHE
bardiche2
bardiche3
demon_trident WPN_DEMON_TRIDENT
demon_trident2
demon_trident3
trishula WPN_TRISHULA
##Staves
staff WPN_STAFF
quarterstaff WPN_QUARTERSTAFF
quarterstaff2
quarterstaff3
lajatang1 WPN_LAJATANG
lajatang2
lajatang3
staff_mummy WPN_STAFF_MUMMY
%rim 1
##Ranged
%sdir item/weapon/ranged
blowgun1 WPN_BLOWGUN
blowgun2
sling1 WPN_HUNTING_SLING
sling2
sling3
%rim 0
fustibalus1 WPN_FUSTIBALUS
fustibalus2
fustibalus3
shortbow1 WPN_SHORTBOW
shortbow2
shortbow3
longbow1 WPN_LONGBOW
longbow2
longbow3
hand_crossbow WPN_HAND_CROSSBOW
hand_crossbow2
hand_crossbow3
arbalest1 WPN_ARBALEST
arbalest2
arbalest3
triple_crossbow WPN_TRIPLE_CROSSBOW
triple_crossbow2
%sdir item/weapon/brands
%rim 0
# The order of weapon brands must be identical to the one defined
# in item-prop-enum.h.
i-flaming BRAND_FLAMING BRAND_WEP_FIRST
i-freezing BRAND_FREEZING
i-holy_wrath BRAND_HOLY_WRATH
i-electrocution BRAND_ELECTROCUTION
# start TAG_MAJOR_VERSION == 34
i-confusion BRAND_ORC_SLAYING
i-confusion BRAND_DRAGON_SLAYING
# end TAG_MAJOR_VERSION
i-venom BRAND_VENOM
i-protection BRAND_PROTECTION
i-draining BRAND_DRAINING
i-speed BRAND_SPEED
i-vorpal BRAND_VORPAL
# start TAG_MAJOR_VERSION == 34
i-flaming BRAND_FLAME
i-freezing BRAND_FROST
# end TAG_MAJOR_VERSION
i-vampirism BRAND_VAMPIRISM
i-pain BRAND_PAIN
%rim 1
i-antimagic BRAND_ANTIMAGIC
%rim 0
i-distortion BRAND_DISTORTION
# start TAG_MAJOR_VERSION == 34
i-confusion BRAND_REACHING
i-returning BRAND_RETURNING
# end TAG_MAJOR_VERSION
i-chaos BRAND_CHAOS
# start TAG_MAJOR_VERSION == 34
i-evasion BRAND_EVASION
i-confusion BRAND_CONFUSION
# end TAG_MAJOR_VERSION
i-penetration BRAND_PENETRATION
i-reaping BRAND_REAPING
i-spectral BRAND_SPECTRAL BRAND_WEP_LAST
# missile-only brands, order doesn't matter
i-dispersal BRAND_DISPERSAL
i-explosion BRAND_EXPLOSION
i-venom BRAND_POISONED
i-curare BRAND_CURARE
i-electrocution BRAND_ELECTRIC
# start TAG_MAJOR_VERSION == 34
i-sickness BRAND_SICKNESS
i-slowing BRAND_SLOWING
i-paralysis BRAND_PARALYSIS
# end TAG_MAJOR_VERSION
i-frenzy BRAND_FRENZY
# start TAG_MAJOR_VERSION == 34
i-sleep BRAND_SLEEP
# end TAG_MAJOR_VERSION
i-blinding BRAND_BLINDING
%rim 1
%sdir item/weapon/ranged
######OBJ_MISSILES
stone MI_STONE
# flying stone
effect/stone0 MI_STONE0
sling_bullet1 MI_SLING_BULLET
sling_bullet2
steel_sling_bullet1 MI_SLING_BULLET_STEEL
steel_sling_bullet2
silver_sling_bullet1 MI_SLING_BULLET_SILVER
silver_sling_bullet2
# flying bullets
effect/sling_bullet0 MI_SLING_BULLET0
effect/sling_bullet_runed0
effect/steel_sling_bullet0 MI_SLING_BULLET_STEEL0
effect/steel_sling_bullet_runed0
effect/silver_sling_bullet0 MI_SLING_BULLET_SILVER0
effect/silver_sling_bullet_runed0
arrow1 MI_ARROW
arrow2
steel_arrow1 MI_ARROW_STEEL
steel_arrow2
silver_arrow1 MI_ARROW_SILVER
silver_arrow2
# flying arrows
effect/arrow0 MI_ARROW0
effect/arrow1 MI_ARROW1
effect/arrow2 MI_ARROW2
effect/arrow3 MI_ARROW3
effect/arrow4 MI_ARROW4
effect/arrow5 MI_ARROW5
effect/arrow6 MI_ARROW6
effect/arrow7 MI_ARROW7
crossbow_bolt1 MI_BOLT
crossbow_bolt2
steel_crossbow_bolt1 MI_BOLT_STEEL
steel_crossbow_bolt2
silver_crossbow_bolt1 MI_BOLT_SILVER
silver_crossbow_bolt2
# flying bolts
effect/bolt0 MI_BOLT0
effect/bolt1 MI_BOLT1
effect/bolt2 MI_BOLT2
effect/bolt3 MI_BOLT3
effect/bolt4 MI_BOLT4
effect/bolt5 MI_BOLT5
effect/bolt6 MI_BOLT6
effect/bolt7 MI_BOLT7
%rim 0
boomerang1 MI_BOOMERANG
boomerang2
silver_boomerang MI_BOOMERANG_SILVER
# flying boomerangs
effect/boomerang0 MI_BOOMERANG0
effect/boomerang1 MI_BOOMERANG1
effect/boomerang2 MI_BOOMERANG2
effect/boomerang3 MI_BOOMERANG3
%rim 1
dart1 MI_DART
dart2
dart-a MI_DART_BLINDING
dart-c MI_DART_CURARE
dart-d MI_DART_FRENZY
dart-p MI_DART_POISONED
# flying needles
effect/needle0 MI_DART0
effect/needle1 MI_DART1
effect/needle2 MI_DART2
effect/needle3 MI_DART3
effect/needle4 MI_DART4
effect/needle5 MI_DART5
effect/needle6 MI_DART6
effect/needle7 MI_DART7
%rim 0
javelin1 MI_JAVELIN
javelin2
steel_javelin1 MI_JAVELIN_STEEL
steel_javelin2
silver_javelin1 MI_JAVELIN_SILVER
silver_javelin2
%rim 1
# flying javelins
effect/javelin0 MI_JAVELIN0
effect/javelin1 MI_JAVELIN1
effect/javelin2 MI_JAVELIN2
effect/javelin3 MI_JAVELIN3
effect/javelin4 MI_JAVELIN4
effect/javelin5 MI_JAVELIN5
effect/javelin6 MI_JAVELIN6
effect/javelin7 MI_JAVELIN7
throwing_net MI_THROWING_NET
# flying nets
effect/throwing_net0 MI_THROWING_NET0
effect/throwing_net1 MI_THROWING_NET1
effect/throwing_net2 MI_THROWING_NET2
effect/throwing_net3 MI_THROWING_NET3
effect/throwing_net4 MI_THROWING_NET4
effect/throwing_net5 MI_THROWING_NET5
effect/throwing_net6 MI_THROWING_NET6
effect/throwing_net7 MI_THROWING_NET7
%rim 0
rock MI_LARGE_ROCK
# flying rock
effect/rock0 MI_LARGE_ROCK0
######OBJ_ARMOUR
%sdir item/armour
robe1 ARM_ROBE ARM_ROBE_FIRST
robe2 ARM_ROBE_LAST
robe_ego1 ARM_ROBE_EGO_FIRST
robe_ego2 ARM_ROBE_EGO_LAST
robe_art1 ARM_ROBE_ART_FIRST
robe_art2 ARM_ROBE_ART_LAST
leather_armour1 ARM_LEATHER_ARMOUR
leather_armour2
leather_armour3
ring_mail1 ARM_RING_MAIL
ring_mail2
ring_mail3
scale_mail1 ARM_SCALE_MAIL
scale_mail2
scale_mail3
chain_mail1 ARM_CHAIN_MAIL
chain_mail2
chain_mail3
plate1 ARM_PLATE_ARMOUR
plate2
plate3
crystal_plate ARM_CRYSTAL_PLATE_ARMOUR
crystal_plate2
crystal_plate3
animal_skin1 ARM_ANIMAL_SKIN
animal_skin2
animal_skin3
troll_leather_armour ARM_TROLL_LEATHER_ARMOUR
fire_dragon_armour ARM_FIRE_DRAGON_ARMOUR
ice_dragon_armour ARM_ICE_DRAGON_ARMOUR
steam_dragon_armour ARM_STEAM_DRAGON_ARMOUR
acid_dragon_armour ARM_ACID_DRAGON_ARMOUR
quicksilver_dragon_armour ARM_QUICKSILVER_DRAGON_ARMOUR
storm_dragon_armour ARM_STORM_DRAGON_ARMOUR
shadow_dragon_armour ARM_SHADOW_DRAGON_ARMOUR
gold_dragon_armour ARM_GOLD_DRAGON_ARMOUR
swamp_dragon_armour ARM_SWAMP_DRAGON_ARMOUR
pearl_dragon_armour ARM_PEARL_DRAGON_ARMOUR
deep_troll_leather DEEP_TROLL_LEATHER
iron_troll_leather IRON_TROLL_LEATHER
%rim 1
cloak1_leather ARM_CLOAK
cloak2
cloak3
cloak4
scarf1 ARM_SCARF
scarf2_1
scarf2_2
scarf2_3
scarf3
%sdir item/armour/bardings
naga_barding_blue ARM_BARDING
naga_barding_metal
naga_barding_magenta
naga_barding_red
# start TAG_MAJOR_VERSION == 34
centaur_barding_blue ARM_CENTAUR_BARDING
centaur_barding_metal
centaur_barding_magenta
centaur_barding_red
# end TAG_MAJOR_VERSION
%sdir item/armour/shields
%rim 0
orb ARM_ORB
buckler1 ARM_BUCKLER
buckler2
buckler3
%rim 1
buckler_spriggan ARM_BUCKLER_SPRIGGAN
kite_shield1 ARM_KITE_SHIELD
kite_shield2
kite_shield3
tower_shield1 ARM_TOWER_SHIELD
tower_shield2
tower_shield3
kite_shield_dd KITE_SHIELD_DEEP_DWARF
kite_shield_dd_scion KITE_SHIELD_DEEP_DWARF_SCION
tower_shield_dd_dk TOWER_SHIELD_DEEP_DWARF_DEATH_KNIGHT
%rim 0
kite_shield_donald KITE_SHIELD_DONALD
tower_shield_louise TOWER_SHIELD_LOUISE
%rim 1
%sdir item/armour/headgear
#####ARM_HELMET
elven_leather_helm THELM_CAP
cap_jester THELM_CAP_JESTER
%rim 0
hat1 THELM_HAT
hat2
hat3 THELM_HAT_ART_FIRST
wizard_hat THELM_HAT_ART_LAST
helmet1 THELM_HELM THELM_FIRST
helmet2
helmet3
helmet4
helmet5 THELM_LAST
helmet_ego1 THELM_EGO_FIRST
helmet_ego2
helmet_ego3
helmet_ego4 THELM_EGO_LAST
helmet_art1 THELM_ART_FIRST
helmet_art2
helmet_art3 THELM_ART_LAST
%sdir item/armour
###### GLOVES
glove1 ARM_GLOVES
glove2
glove3
glove4
glove5
###### BOOTS
%rim 1
boots1 ARM_BOOTS ARM_BOOTS_FIRST
boots2 ARM_BOOTS_LAST
boots_ego1 ARM_BOOTS_EGO_FIRST
boots_ego2 ARM_BOOTS_EGO_LAST
boots_art1 ARM_BOOTS_ART_FIRST
boots_art2 ARM_BOOTS_ART_LAST
### Armour brands
# The order of armour brands must be identical to the one defined
# in item-prop-enum.h.
%sdir item/armour/brands
# start TAG_MAJOR_VERSION == 34
i-running BRAND_ARM_RUNNING BRAND_ARM_FIRST
i-fire-res BRAND_ARM_FIRE_RESISTANCE
# end TAG_MAJOR_VERSION
# start TAG_MAJOR_VERSION == 35
# i-fire-res BRAND_ARM_FIRE_RESISTANCE BRAND_ARM_FIRST
# end TAG_MAJOR_VERSION
i-cold-res BRAND_ARM_COLD_RESISTANCE
i-poison-res BRAND_ARM_POISON_RESISTANCE
i-see-invis BRAND_ARM_SEE_INVISIBLE
i-invisibility BRAND_ARM_INVISIBILITY
i-strength BRAND_ARM_STRENGTH
i-dexterity BRAND_ARM_DEXTERITY
i-intelligence BRAND_ARM_INTELLIGENCE
i-ponderous BRAND_ARM_PONDEROUSNESS
i-flying BRAND_ARM_FLYING
i-magic-res BRAND_ARM_MAGIC_RESISTANCE
i-protection BRAND_ARM_PROTECTION
%rim 0
i-stealth BRAND_ARM_STEALTH
%rim 1
i-resistance BRAND_ARM_RESISTANCE
i-positive-energy BRAND_ARM_POSITIVE_ENERGY
i-archmagi BRAND_ARM_ARCHMAGI
i-preservation BRAND_ARM_PRESERVATION
i-reflection BRAND_ARM_REFLECTION
i-spirit BRAND_ARM_SPIRIT_SHIELD
i-hurling BRAND_ARM_HURLING
# start TAG_MAJOR_VERSION == 34
i-jumping BRAND_ARM_JUMPING
# end TAG_MAJOR_VERSION
i-repulsion BRAND_ARM_REPULSION
# start TAG_MAJOR_VERSION == 34
i-cloud-immune BRAND_ARM_CLOUD_IMMUNE
# end TAG_MAJOR_VERSION
i-harm BRAND_ARM_HARM
i-shadows BRAND_ARM_SHADOWS
%rim 0
i-lunging BRAND_ARM_LUNGING
i-infusion BRAND_ARM_INFUSION
i-light BRAND_ARM_LIGHT
i-rage BRAND_ARM_RAGE
i-mayhem BRAND_ARM_MAYHEM
i-guile BRAND_ARM_GUILE
i-energy BRAND_ARM_ENERGY BRAND_ARM_LAST
%rim 1
###########OBJ_WANDS
%sdir item/wand
%rim 0
gem_iron WAND_OFFSET UNSEEN_WAND
gem_brass
gem_bone
gem_wood
gem_copper
gem_gold
gem_silver
gem_bronze
gem_ivory
gem_glass
gem_lead
gem_plastic
%rim 1
%sdir item/wand
#### These must be in the same order as the enum in item-prop-enum.h!
i-flame WAND_FLAME WAND_ID_FIRST
# start TAG_MAJOR_VERSION == 34
i-flame WAND_REMOVEME
i-slowing WAND_REMOVEME9
i-hasting WAND_REMOVEME7
i-flame WAND_REMOVEME2
i-heal_wounds WAND_REMOVEME6
# end TAG_MAJOR_VERSION
i-paralysis WAND_PARALYSIS
# start TAG_MAJOR_VERSION == 34
i-flame WAND_REMOVEME3
i-flame WAND_REMOVEME4
i-confusion WAND_REMOVEME10
i-flame WAND_REMOVEME5
# end TAG_MAJOR_VERSION
i-digging WAND_DIGGING
i-iceblast WAND_ICEBLAST
# start TAG_MAJOR_VERSION == 34
i-teleportation WAND_REMOVEME8
i-lightning WAND_REMOVEME11
# end TAG_MAJOR_VERSION
i-polymorph WAND_POLYMORPH
i-charming WAND_CHARMING
i-acid WAND_ACID
# start TAG_MAJOR_VERSION == 34
i-random_effects WAND_REMOVEME14
i-disintegration WAND_DISINTEGRATION
i-clouds WAND_REMOVEME13
i-scattershot WAND_REMOVEME12 WAND_ID_LAST
# end TAG_MAJOR_VERSION
# start TAG_MAJOR_VERSION == 35
# i-disintegration WAND_DISINTEGRATION WAND_ID_LAST
# end TAG_MAJOR_VERSION
################# Skeletons
%sdir item/food
# start TAG_MAJOR_VERSION == 34
bread_ration FOOD_RATION UNSEEN_FOOD FOOD_RATION_FIRST FOOD_RATION_INVENTORY
meat_ration
cheese
honeycomb FOOD_HONEYCOMB
sausage
pizza FOOD_PIZZA
beef_jerky
apple FOOD_FRUIT_FIRST FOOD_APPLE
apricot
banana
choko
grape
lemon
orange
pear
snozzcumber
strawberry FOOD_FRUIT_LAST
fruit FOOD_FRUIT_INVENTORY FOOD_RATION_LAST
# end TAG_MAJOR_VERSION
%rim 0
bone_humanoid1 FOOD_BONE_HUMANOID
bone_humanoid2
bone_humanoid3
bone_humanoid4
bone1 FOOD_BONE
bone2
bone3
bone4
# start TAG_MAJOR_VERSION == 34
%rim 1
chunk FOOD_CHUNK
%back chunk
chunk_brands/i-decay FOOD_CHUNK_ROTTING
chunk_brands/i-forbidden FOOD_CHUNK_FORBIDDEN
chunk_brands/i-inedible FOOD_CHUNK_INEDIBLE
%back none
chunk_brands/i-decay FOOD_ROTTING
chunk_brands/i-forbidden FOOD_FORBIDDEN
chunk_brands/i-inedible FOOD_INEDIBLE
# end TAG_MAJOR_VERSION
#################OBJ_UNKNOWN_I
##################OBJ_SCROLLS
%sdir item/scroll
scroll SCROLL UNSEEN_SCROLL
#### These must be in the same order as the enum in item-prop-enum.h!
%sdir item/scroll
%back scroll-yellow
i-identify SCR_IDENTIFY SCR_ID_FIRST
%back scroll-purple
i-teleportation SCR_TELEPORTATION
%back scroll-blue
i-fear SCR_FEAR
%back scroll-grey
i-noise SCR_NOISE
# start TAG_MAJOR_VERSION == 34
%back scroll-yellow
i-remove_curse SCR_REMOVE_CURSE
# end TAG_MAJOR_VERSION
# aka scroll of summoning
%back scroll-brown
i-unholy_creation SCR_UNHOLY_CREATION
%back scroll-green
i-enchant-weapon SCR_ENCHANT_WEAPON
i-enchant_armour SCR_ENCHANT_ARMOUR
%back scroll-red
i-torment SCR_TORMENT
%back scroll-grey
# start TAG_MAJOR_VERSION == 34
i-random_uselessness SCR_RANDOM_USELESSNESS
%back scroll-grey
i-curse_weapon SCR_CURSE_WEAPON
i-curse_armour SCR_CURSE_ARMOUR
# end TAG_MAJOR_VERSION
i-immolation SCR_IMMOLATION
%back scroll-purple
i-blinking SCR_BLINKING
%back scroll-yellow
i-magic_mapping SCR_MAGIC_MAPPING
%back scroll-blue
i-fog SCR_FOG
%back scroll-cyan
i-acquirement SCR_ACQUIREMENT
%back scroll-green
# start TAG_MAJOR_VERSION == 34
i-enchant-weapon SCR_ENCHANT_WEAPON_II
# end TAG_MAJOR_VERSION
i-brand-weapon SCR_BRAND_WEAPON
# start TAG_MAJOR_VERSION == 34
i-recharging SCR_RECHARGING
i-enchant-weapon SCR_ENCHANT_WEAPON_III
# end TAG_MAJOR_VERSION
%back scroll-red
i-holy_word SCR_HOLY_WORD
i-vulnerability SCR_VULNERABILITY
%back scroll-red
i-silence SCR_SILENCE
%back scroll-yellow
# start TAG_MAJOR_VERSION == 34
i-amnesia SCR_AMNESIA
%back scroll-grey
i-curse-jewellery SCR_CURSE_JEWELLERY SCR_ID_LAST
# end TAG_MAJOR_VERSION
# start TAG_MAJOR_VERSION == 35
# i-amnesia SCR_AMNESIA SCR_ID_LAST
# end TAG_MAJOR_VERSION
%back none
##################OBJ_JEWELLERY
############ring
%sdir item/ring
%rim 0
wooden RING_NORMAL_OFFSET UNSEEN_RING
silver
gold
iron
steel
tourmaline
brass
copper
granite
ivory
ruby
tiger_eye
jade
glass
agate
clay
diamond
emerald
gold_green
gold_red
opal
pearl
coral
gold_blue
plain_red
plain_yellow
plain_black
bronze
moonstone
###########randarts
%sdir item/ring/randarts
four-colour RING_RANDART_OFFSET
green
ice
blood
dark
red-blue
double
anvil
eye
flower
zircon
fire
pink
bronze-flower
snake
###########icons
%sdir item/ring
#### These must be in the same order as the enum in item-prop-enum.h!
# start TAG_MAJOR_VERSION == 34
i-protection RING_REGENERATION RING_ID_FIRST
i-protection RING_PROTECTION
# end TAG_MAJOR_VERSION
# start TAG_MAJOR_VERSION == 35
# i-protection RING_PROTECTION RING_ID_FIRST
# end TAG_MAJOR_VERSION
i-r-fire RING_PROTECTION_FROM_FIRE
i-r-poison RING_POISON_RESISTANCE
i-r-cold RING_PROTECTION_FROM_COLD
i-str RING_STRENGTH
i-slaying RING_SLAYING
i-see-invis RING_SEE_INVISIBLE
i-r-corrosion RING_RESIST_CORROSION
# start TAG_MAJOR_VERSION == 34
i-attention RING_ATTENTION
i-teleport RING_TELEPORTATION
# end TAG_MAJOR_VERSION
i-evasion RING_EVASION
# start TAG_MAJOR_VERSION == 34
i-s-attr RING_SUSTAIN_ATTRIBUTES
# end TAG_MAJOR_VERSION
i-stealth RING_STEALTH
i-dex RING_DEXTERITY
i-int RING_INTELLIGENCE
i-wizardry RING_WIZARDRY
i-magical-power RING_MAGICAL_POWER
i-flight RING_FLIGHT
i-life-protection RING_LIFE_PROTECTION
i-r-magic RING_WILLPOWER
i-fire RING_FIRE
# start TAG_MAJOR_VERSION == 34
i-ice RING_ICE
i-c-teleport RING_TELEPORT_CONTROL RING_ID_LAST
# end TAG_MAJOR_VERSION
# start TAG_MAJOR_VERSION == 35
# i-ice RING_ICE RING_ID_LAST
# end TAG_MAJOR_VERSION
############amulets
%sdir item/amulet
sapphire AMU_NORMAL_OFFSET UNSEEN_AMULET
zirconium
golden
emerald
garnet
bronze
brass
copper
ruby
citrine
bone
platinum
jade
flourescent
amethyst
cameo
pearl
blue
peridot
jasper
diamond
malachite
steel
cabochon
silver
soapstone
lapis_lazuli
filigree
beryl
###########randarts
%sdir item/amulet/randarts
azure AMU_RANDART_OFFSET
cluster
drop
knot
scarab
skull
spider
sun
###########icons
%sdir item/amulet
# These must be in the same order as the enum in item-prop-enum.h!
# start TAG_MAJOR_VERSION == 34
i-rage AMU_RAGE AMU_ID_FIRST
i-harm AMU_HARM
i-acrobat AMU_ACROBAT
# end TAG_MAJOR_VERSION
# start TAG_MAJOR_VERSION == 35
# i-acrobat AMU_ACROBAT AMU_ID_FIRST
# end TAG_MAJOR_VERSION
i-m-regeneration AMU_MANA_REGENERATION
# start TAG_MAJOR_VERSION == 34
i-gourmand AMU_THE_GOURMAND
i-rage AMU_REMOVEME1
i-rage AMU_REMOVEME2
i-inaccuracy AMU_INACCURACY
# end TAG_MAJOR_VERSION
i-rage AMU_NOTHING
i-spirit AMU_GUARDIAN_SPIRIT
i-faith AMU_FAITH
i-reflection AMU_REFLECTION
i-regeneration AMU_REGENERATION AMU_ID_LAST
####################OBJ_POTIONS
%sdir item/potion
unknown POTION_OFFSET UNSEEN_POTION
brilliant_blue
black
silver
cyan
magenta
orange
dark
ruby
yellow
emerald
brown
pink
white
bubbly
cloudy
effervescent
fizzy
golden
murky
puce
purple_red
sky_blue
%sdir item/potion
%back i-label
# These must be in the same order as the enum in enum.h!
i-curing POT_CURING POT_ID_FIRST
i-heal-wounds POT_HEAL_WOUNDS
i-haste POT_HASTE
i-might POT_MIGHT
i-brilliance POT_BRILLIANCE
i-attraction POT_ATTRACTION
# start TAG_MAJOR_VERSION == 34
i-gain-strength POT_REMOVEME2
i-gain-dexterity POT_REMOVEME3
i-gain-intelligence POT_REMOVEME4
# end TAG_MAJOR_VERSION
i-flight POT_FLIGHT
# start TAG_MAJOR_VERSION == 34
i-poison POT_POISON
i-slowing POT_SLOWING
# end TAG_MAJOR_VERSION
i-cancel POT_CANCELLATION
i-ambrosia POT_AMBROSIA
i-invisibility POT_INVISIBILITY
# start TAG_MAJOR_VERSION == 34
i-porridge POT_PORRIDGE
# end TAG_MAJOR_VERSION
i-degeneration POT_DEGENERATION
# start TAG_MAJOR_VERSION == 34
i-decay POT_REMOVEME5
i-confusion POT_REMOVE_ME
# end TAG_MAJOR_VERSION
i-experience POT_EXPERIENCE
i-magic POT_MAGIC
# start TAG_MAJOR_VERSION == 34
i-restore-abilities POT_REMOVEME6
i-strong-poison POT_REMOVEME7
# end TAG_MAJOR_VERSION
i-berserk-rage POT_BERSERK_RAGE
# start TAG_MAJOR_VERSION == 34
i-cure-mutation POT_REMOVEME8
# end TAG_MAJOR_VERSION
i-mutation POT_MUTATION
i-resistance POT_RESISTANCE
# start TAG_MAJOR_VERSION == 34
i-blood POT_BLOOD
i-coagulated-blood POT_BLOOD_COAGULATED
# start TAG_MAJOR_VERSION == 34
i-lignify POT_LIGNIFY
i-good-mutation POT_REMOVEME9
# (corresponds to POT_DUMMY_AGILITY)
i-attraction POT_REMOVEME10 POT_ID_LAST
# end TAG_MAJOR_VERSION
# start TAG_MAJOR_VERSION == 35
# i-lignify POT_LIGNIFY POT_ID_LAST
# end TAG_MAJOR_VERSION
%back none
%rim 1
####################OBJ_UNKNOWN_II
#####################OBJ_BOOKS
%sdir item/book
light_gray BOOK_OFFSET UNSEEN_BOOK
dark_blue
dark_green
cyan
red
purple
tan
book_of_the_dead
dark_gray
light_blue
light_green
turquoise
pink
magenta
yellow
white
parchment
leather
tan
plaid
light_brown
dark_brown
bronze
copper
silver
gold
metal_blue
metal_cyan
metal_green
cloth
############manuals
manual1 BOOK_MANUAL
manual2
# randarts
%sdir item/book/artefact
wrinkled BOOK_RANDART_OFFSET
vellum
velvet
thick