/
duration-data.h
675 lines (649 loc) · 26 KB
/
duration-data.h
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/**
* Status defaults for durations.
*/
#pragma once
#include "act-iter.h"
#include "god-passive.h"
#include "tag-version.h"
static void _end_weapon_brand()
{
you.duration[DUR_EXCRUCIATING_WOUNDS] = 1;
ASSERT(you.weapon());
end_weapon_brand(*you.weapon(), true);
}
static void _end_invis()
{
if (you.invisible())
mprf(MSGCH_DURATION, "You feel more conspicuous.");
else
mprf(MSGCH_DURATION, "You flicker back into view.");
}
static void _end_corrosion()
{
you.props["corrosion_amount"] = 0;
you.redraw_armour_class = true;
you.wield_change = true;
}
static void _end_death_channel()
{
you.attribute[ATTR_DIVINE_DEATH_CHANNEL] = 0;
for (monster_iterator mi; mi; ++mi)
{
if (mi->type == MONS_SPECTRAL_THING && mi->summoner == MID_PLAYER)
{
mon_enchant abj = mi->get_ench(ENCH_FAKE_ABJURATION);
abj.duration = 0;
mi->update_ench(abj);
}
}
}
static void _end_sticky_flame()
{
you.props.erase("sticky_flame_source");
you.props.erase("sticky_flame_aux");
}
static void _redraw_armour()
{
you.redraw_armour_class = true;
}
// properties of the duration.
enum duration_flags : uint32_t
{
D_NO_FLAGS = 0,
// Whether to do automatic expiration colouring.
D_EXPIRES = 1<< 0,
// Whether !cancellation (and the like) end the duration.
D_DISPELLABLE = 1<< 1,
};
/// A description of the behaviour when a duration begins 'expiring'.
struct midpoint_msg
{
/// What message should be printed when the duration begins expiring?
const char* msg;
int max_offset; ///< What's the maximum value that the duration may be
///< reduced by after the message prints?
/// Randomly, much should the duration actually be reduced by?
int offset() const
{
return max_offset ? random2(max_offset+1) : 0;
}
};
/// What happens when a duration ends?
struct end_effect
{
/// A message for when the duration ends. Implies the duration ticks down.
const char* msg;
/// An effect that triggers when the duration ends.
void (*on_end)();
};
/// Does the duration decrease simply over time? If so, what happens?
struct decrement_rules
{
/// What happens when the duration ends?
end_effect end;
/// What happens when a duration hits 50% remaining.
midpoint_msg mid_msg;
/// Should the message be MSGCH_RECOVERY instead of MSGCH_DURATION?
bool recovery;
};
struct duration_def
{
duration_type dur;
int light_colour; ///< Base colour for status light.
const char *light_text; ///< Text for the status light.
const char *short_text; ///< Text for @ line on the % screen and morgues.
///< Should be an adjective.
const char *name_text; ///< Text used in wizmode &^D. If empty, use the
///< short_text.
const char *long_text; ///< Text for the @ message.
uint32_t flags; ///< A bitfield for various flags a duration can have.
/// Does the duration decrease simply over time? If so, what happens?
decrement_rules decr;
/// The number of turns below which the duration is considered 'expiring'.
int expire_threshold;
/// Return the name of the duration (name_text or short_text). */
const char *name() const
{
return name_text[0] ? name_text : short_text;
}
bool duration_has_flag(uint64_t flag_wanted) const
{
return flags & flag_wanted;
}
};
/**
* "" for an entry means N/A, either because it is not shown in the
* relevant place, or because it is shown in a more complicated way.
* A "" for name_text indicates that the name is the same as the
* short text.
*
* Examples:
*
* DUR_FORESTED has "" for the short_text entry, and therefore has no
* entry on the "@:" line.
*
* DUR_QAZLAL_AC has "" for the light_text entry, and therefore has no
* status light (instead showing the AC bonus by coloring the player's
* AC blue).
*/
static const duration_def duration_data[] =
{
{ DUR_AGILITY,
LIGHTBLUE, "Agi",
"agile", "agility",
"You are agile.", D_DISPELLABLE,
{{ "You feel a little less agile now.", []() {
you.redraw_evasion = true;
}}}},
{ DUR_BERSERK,
BLUE, "Berserk",
"berserking", "berserk",
"You are possessed by a berserker rage.", D_EXPIRES,
{{ "You are no longer berserk.", player_end_berserk }}, 6},
{ DUR_BERSERK_COOLDOWN,
YELLOW, "-Berserk",
"on berserk cooldown", "berserk cooldown",
"You are unable to berserk.", D_NO_FLAGS},
{ DUR_BREATH_WEAPON,
YELLOW, "Breath",
"short of breath", "breath weapon",
"You are short of breath.", D_NO_FLAGS,
{ { "You have got your breath back." }, {}, true }},
{ DUR_BRILLIANCE,
LIGHTBLUE, "Brill",
"brilliant", "brilliance",
"You are brilliant.", D_DISPELLABLE,
{{ "You feel a little less clever now." }}},
{ DUR_CONF,
RED, "Conf",
"confused", "conf",
"You are confused.", D_DISPELLABLE,
{{ "You feel less confused." }}},
{ DUR_CONFUSING_TOUCH, // Has custom long_text
LIGHTBLUE, "Touch",
"confusing by touch", "confusing touch",
"" , D_DISPELLABLE,
{{ "", []() {
mprf(MSGCH_DURATION, "%s",
you.hands_act("stop", "glowing.").c_str());
}}}, 20},
{ DUR_CORONA, // Has custom long_text
YELLOW, "Corona",
"lit by a corona", "corona",
"", D_DISPELLABLE,
{{ "", []() {
if (!you.backlit())
mprf(MSGCH_DURATION, "You are no longer glowing.");
}}}},
{ DUR_DEATH_CHANNEL,
MAGENTA, "DChan",
"death channeling", "death channel",
"You are channeling the dead.", D_DISPELLABLE | D_EXPIRES,
{{ "Your unholy channel expires.", _end_death_channel },
{ "Your unholy channel is weakening.", 1 }}, 6},
{ DUR_DIVINE_STAMINA,
WHITE, "Vit",
"vitalised", "divine stamina",
"You are divinely vitalised.", D_EXPIRES,
{{ "", zin_remove_divine_stamina }}},
{ DUR_DIVINE_VIGOUR,
0, "",
"divinely vigorous", "divine vigour",
"You are imbued with divine vigour.", D_NO_FLAGS,
{{ "", elyvilon_remove_divine_vigour }}},
{ DUR_EXHAUSTED,
YELLOW, "Exh",
"exhausted", "",
"You are exhausted.", D_NO_FLAGS,
{{ "You feel less exhausted." }}},
{ DUR_ICY_ARMOUR,
0, "",
"ice-armoured", "icy armour",
"You are protected by a layer of icy armour.", D_DISPELLABLE | D_EXPIRES,
{}, 6},
{ DUR_LIQUID_FLAMES,
RED, "Fire",
"on fire", "liquid flames",
"You are covered in liquid flames.", D_DISPELLABLE /*but special-cased*/,
{{ "You are no longer on fire.", _end_sticky_flame }}},
{ DUR_LOWERED_WL,
RED, "Will/2",
"weak-willed", "lowered wl",
"You are weak-willed.", D_DISPELLABLE,
{{ "You feel your willpower return." }}},
{ DUR_MIGHT,
LIGHTBLUE, "Might",
"mighty", "might",
"You are mighty.", D_DISPELLABLE,
{{ "You feel a little less mighty now." }}},
{ DUR_PARALYSIS,
RED, "Para",
"paralysed", "paralysis",
"You are paralysed.", D_DISPELLABLE},
{ DUR_PETRIFIED,
RED, "Stone",
"petrified", "",
"You are petrified.", D_DISPELLABLE},
{ DUR_PETRIFYING,
LIGHTRED, "Petr",
"petrifying", "",
"You are turning to stone.", D_DISPELLABLE /*but special-cased*/ | D_EXPIRES,
{}, 1},
{ DUR_RESISTANCE,
BLUE, "Resist",
"resistant", "resistance",
"You are resistant to the elements.", D_DISPELLABLE | D_EXPIRES,
{{ "Your resistance to elements expires." },
{ "You start to feel less resistant.", 1}}, 6},
{ DUR_SLIMIFY, // Has custom long_text
GREEN, "Slime",
"slimy", "slimify",
"", D_EXPIRES,
{{ "You feel less slimy."},
{ "Your slime is starting to congeal.", 1 }}, 10},
{ DUR_SLEEP,
0, "",
"sleeping", "sleep",
"You are sleeping.", D_DISPELLABLE},
{ DUR_SWIFTNESS,
BLUE, "Swift",
"swift", "swiftness",
"You can move swiftly.", D_DISPELLABLE | D_EXPIRES, {}, 6},
{ DUR_TELEPORT,
LIGHTBLUE, "Tele",
"about to teleport", "teleport",
"You are about to teleport.", D_DISPELLABLE /*but special-cased*/,
{{ "", []() {
you_teleport_now();
untag_followers();
}}}},
{ DUR_DEATHS_DOOR,
LIGHTGREY, "DDoor",
"in death's door", "deaths door",
"You are standing in death's doorway.", D_EXPIRES,
{{ "Your life is in your own hands again!", []() {
you.duration[DUR_DEATHS_DOOR_COOLDOWN] = random_range(10, 30);
}}, { "Your time is quickly running out!", 5 }}, 10},
{ DUR_DEATHS_DOOR_COOLDOWN,
YELLOW, "-DDoor",
"on death's door cooldown", "deaths door cooldown",
"You are unable to enter death's door.", D_NO_FLAGS,
{{ "You step away from death's doorway." }}},
{ DUR_QUAD_DAMAGE,
BLUE, "Quad",
"quad damage", "",
"", D_EXPIRES,
{{ "", []() { invalidate_agrid(true); }},
{ "Quad Damage is wearing off."}}, 3 }, // per client.qc
{ DUR_SILENCE,
0, "",
"silenced", "silence",
"You radiate silence.", D_DISPELLABLE | D_EXPIRES,
{{ "Your hearing returns.", []() { invalidate_agrid(true); }}}, 5 },
{ DUR_STEALTH,
BLUE, "Stealth",
"especially stealthy", "stealth",
"You are especially stealthy.", D_NO_FLAGS,
{{ "You feel less stealthy." }}},
{ DUR_AFRAID,
RED, "Fear",
"afraid", "",
"You are terrified.", D_DISPELLABLE | D_EXPIRES,
{{ "Your fear fades away.", []() { you.clear_fearmongers(); }},
{}, true }},
{ DUR_MIRROR_DAMAGE,
WHITE, "Mirror",
"mirroring injuries", "mirror damage",
"You mirror injuries.", D_NO_FLAGS,
{{ "Your dark mirror aura disappears." }}},
{ DUR_VORTEX,
LIGHTGREY, "Vortex",
"in a vortex", "vortex",
"You are in the eye of a polar vortex.", D_EXPIRES},
{ DUR_LIQUEFYING,
LIGHTBLUE, "Liquid",
"liquefying", "",
"You are liquefying the ground beneath you.", D_DISPELLABLE,
{{ "The ground is no longer liquid beneath you.", []() {
invalidate_agrid(false);
}}}},
{ DUR_HEROISM,
LIGHTBLUE, "Hero",
"heroic", "heroism",
"You possess the skills of a mighty hero.", D_NO_FLAGS,
{{"", okawaru_remove_heroism}}},
{ DUR_FINESSE,
LIGHTBLUE, "Finesse",
"finesse-ful", "finesse",
"Your blows are lightning fast.", D_NO_FLAGS,
{{"", okawaru_remove_finesse}}},
{ DUR_LIFESAVING,
LIGHTGREY, "Prot",
"divinely protected", "lifesaving",
"You are calling for your life to be saved.", D_EXPIRES,
{{ "Your divine protection fades away." }}},
{ DUR_VORTEX_COOLDOWN,
YELLOW, "-Vortex",
"on vortex cooldown", "vortex cooldown",
"You are unable to create a polar vortex.", D_NO_FLAGS,
{{ "The winds around you calm down.", []() {
remove_vortex_clouds(MID_PLAYER);
}}}},
{ DUR_DISJUNCTION,
BLUE, "Disjoin",
"disjoining", "disjunction",
"You are disjoining your surroundings.", D_DISPELLABLE | D_EXPIRES,
{{ "The translocation energy dissipates.", []() {
invalidate_agrid(true);
}}}},
{ DUR_SENTINEL_MARK,
LIGHTRED, "Mark",
"marked", "sentinel's mark",
"A sentinel's mark is revealing your location to enemies.", D_DISPELLABLE | D_EXPIRES,
{{ "The sentinel's mark upon you fades away." }}},
{ DUR_WEREBLOOD,
BLUE, "Slay",
"wereblooded", "wereblood",
"Your melee attacks are strengthened by your wereblood.", D_DISPELLABLE | D_EXPIRES,
{{ "Your primal bloodlust has ended." },
{ "Your primal bloodlust is almost over." }}, 6},
{ DUR_FLAYED,
RED, "Flay",
"flayed", "",
"You are covered in terrible wounds.", D_DISPELLABLE /* but special-cased */ | D_EXPIRES},
{ DUR_WEAK,
RED, "Weak",
"weakened", "weak",
"Your attacks are enfeebled.", D_DISPELLABLE,
{{ "Your attacks no longer feel as feeble." }}},
{ DUR_DIMENSION_ANCHOR,
RED, "-Tele",
"untranslocatable", "dimension anchor",
"You are firmly anchored to this plane.", D_DISPELLABLE,
{{ "You are no longer firmly anchored in space." }}},
{ DUR_LOCKED_DOWN,
RED, "-Move",
"immobile", "",
"You are magically locked in place.", D_DISPELLABLE,
{{ "You are no longer locked in place." }}},
{ DUR_TOXIC_RADIANCE,
MAGENTA, "Toxic",
"radiating poison", "toxic radiance",
"You are radiating toxic energy.", D_DISPELLABLE,
{{ "Your toxic aura wanes." }}},
{ DUR_RECITE,
WHITE, "Recite",
"reciting", "recite",
"You are reciting Zin's Axioms of Law.", D_NO_FLAGS},
{ DUR_RECITE_COOLDOWN,
YELLOW, "-Recite",
"on recite cooldown", "",
"You are unable to recite.", D_NO_FLAGS,
{{ "You are ready to recite again." }}},
{ DUR_FIRE_VULN,
RED, "rF-",
"fire vulnerable", "fire vulnerability",
"You are more vulnerable to fire.", D_DISPELLABLE,
{{ "You feel less vulnerable to fire." }}},
{ DUR_BARBS,
RED, "Barbs",
"spiked", "barbed spikes",
"Barbed spikes are embedded in your body.", D_NO_FLAGS},
{ DUR_POISON_VULN,
RED, "rP-",
"poison vulnerable", "poison vulnerability",
"You are more vulnerable to poison.", D_DISPELLABLE,
{{ "You feel less vulnerable to poison." }}},
{ DUR_FROZEN,
RED, "Frozen",
"frozen", "",
"You are partly encased in ice.", D_DISPELLABLE,
{{ "The ice encasing you melts away." }, {}, true }},
{ DUR_SAP_MAGIC,
RED, "Sap",
"magic-sapped", "sap magic",
"Casting spells hinders your spell success.", D_DISPELLABLE,
{{ "Your magic seems less tainted.", []() {
you.props.erase(SAP_MAGIC_KEY);
}}}},
{ DUR_PORTAL_PROJECTILE,
LIGHTBLUE, "PProj",
"portalling projectiles", "portal projectile",
"You are teleporting projectiles to their destination.", D_DISPELLABLE,
{{ "You are no longer teleporting projectiles to their destination.",
[]() { you.attribute[ATTR_PORTAL_PROJECTILE] = 0; }}}},
{ DUR_FORESTED,
GREEN, "Forest",
"forested", "",
"You are summoning a forest.", D_NO_FLAGS,
{{ "Space becomes stable." }}},
{ DUR_DRAGON_CALL,
WHITE, "Dragoncall",
"calling dragons", "dragon call",
"You are beckoning forth a horde of dragons.", D_NO_FLAGS,
{{ "The roar of the dragon horde subsides.", []() {
you.duration[DUR_DRAGON_CALL_COOLDOWN] = random_range(160, 260);
}}}},
{ DUR_DRAGON_CALL_COOLDOWN,
YELLOW, "-Dragoncall",
"on dragon call cooldown", "dragon call cooldown",
"You are unable to call dragons.", D_NO_FLAGS,
{{ "You can once more reach out to the dragon horde." }}},
{ DUR_NO_POTIONS,
RED, "-Potion",
"unable to drink", "no potions",
"You cannot drink potions.", D_NO_FLAGS,
{{ "", []() {
if (you.can_drink())
mprf(MSGCH_RECOVERY, "You can drink potions again.");
}}}},
{ DUR_QAZLAL_FIRE_RES,
LIGHTBLUE, "rF+",
"protected from fire", "qazlal fire resistance",
"Qazlal is protecting you from fire.", D_NO_FLAGS,
{{ "You feel less protected from fire." },
{ "Your protection from fire is fading.", 1}}, 6},
{ DUR_QAZLAL_COLD_RES,
LIGHTBLUE, "rC+",
"protected from cold", "qazlal cold resistance",
"Qazlal is protecting you from cold.", D_NO_FLAGS,
{{ "You feel less protected from cold." },
{ "Your protection from cold is fading.", 1}}, 6},
{ DUR_QAZLAL_ELEC_RES,
LIGHTBLUE, "rElec+",
"protected from electricity", "qazlal elec resistance",
"Qazlal is protecting you from electricity.", D_NO_FLAGS,
{{ "You feel less protected from electricity." },
{ "Your protection from electricity is fading.", 1}}, 6},
{ DUR_QAZLAL_AC,
LIGHTBLUE, "",
"protected from physical damage", "qazlal ac",
"Qazlal is protecting you from physical damage.", D_NO_FLAGS,
{{ "You feel less protected from physical attacks.", _redraw_armour },
{ "Your protection from physical attacks is fading." , 1 }}, 6},
{ DUR_CORROSION,
RED, "Corr",
"corroded", "corrosion",
"You are corroded.", D_DISPELLABLE,
{{ "You are no longer corroded.", _end_corrosion }}},
{ DUR_HORROR,
RED, "Horr",
"horrified", "horror",
"You are horrified, weakening your attacks and spells.", D_NO_FLAGS},
{ DUR_NO_SCROLLS,
RED, "-Scroll",
"unable to read", "no scrolls",
"You cannot read scrolls.", D_NO_FLAGS,
{{ "You can read scrolls again." }, {}, true }},
{ DUR_DIVINE_SHIELD,
0, "",
"divinely shielded", "divine shield",
"You are shielded by the power of the Shining One.", D_NO_FLAGS,
{{ "", tso_remove_divine_shield }}},
{ DUR_CLEAVE,
LIGHTBLUE, "Cleave",
"cleaving", "cleave",
"You are cleaving through your foes.", D_NO_FLAGS,
{{ "Your cleaving frenzy subsides." }}},
{ DUR_AMBROSIA, GREEN, "Ambros",
"ambrosia-drunk", "ambrosia",
"You are regenerating under the effects of ambrosia.", D_DISPELLABLE },
{ DUR_CHANNEL_ENERGY, LIGHTBLUE, "Channel", "channeling", "channel",
"You are rapidly regenerating magical energy.", D_NO_FLAGS },
{ DUR_DEVICE_SURGE, WHITE, "Surge",
"device surging", "device surge",
"You have readied a device surge.", D_EXPIRES,
{{ "Your device surge dissipates." },
{ "Your device surge is dissipating.", 1 }}, 10},
{ DUR_DOOM_HOWL,
RED, "Howl",
"doom-hounded", "howl",
"A terrible howling echoes in your mind.", D_DISPELLABLE,
{{ "The infernal howling subsides.", []() {
you.props.erase(NEXT_DOOM_HOUND_KEY);
}}}},
{ DUR_VERTIGO, YELLOW, "Vertigo",
"vertiginous", "vertigo",
"Vertigo is making it harder to attack, cast, and dodge.", D_DISPELLABLE,
{{ "The world stops spinning.", []() {
you.redraw_evasion = true;
}}}},
{ DUR_SANGUINE_ARMOUR, LIGHTBLUE, "Blood",
"sanguine armoured", "sanguine armour",
"Your shed blood clings to and protects you.", D_NO_FLAGS,
{{ "Your blood armour dries and flakes away.", _redraw_armour }}},
{ DUR_SPWPN_PROTECTION, 0, "",
"under a protective aura", "protection aura",
"Your weapon is exuding a protective aura.", D_NO_FLAGS,
{{ "", _redraw_armour }}},
{ DUR_NO_HOP, YELLOW, "-Hop",
"unable to hop", "no hop",
"You are unable to hop.", D_NO_FLAGS,
{{ "You are ready to hop once more." }}},
{ DUR_BLINKBOLT_COOLDOWN, YELLOW, "-Bbolt",
"blinkbolt cooldown", "no blinkbolt",
"", D_NO_FLAGS,
{{ "You feel energetic enough to blinkbolt again." }}},
{ DUR_ACROBAT, 0, "",
"acrobatic", "acrobat",
"You are acrobatic and have increased evasion.", D_NO_FLAGS,
{{ "", []() {
you.redraw_evasion = true;
}}}},
{ DUR_ATTRACTIVE,
LIGHTBLUE, "Attr",
"attractive", "attract",
"You attract monsters toward you.", D_DISPELLABLE },
{ DUR_ELIXIR, WHITE, "Elixir",
"elixired", "elixir",
"You are rapidly regenerating health and magic.", D_NO_FLAGS},
{ DUR_WORD_OF_CHAOS_COOLDOWN,
YELLOW, "-Word",
"on word of chaos cooldown", "word of chaos cooldown",
"You are unable to speak a word of chaos.", D_NO_FLAGS,
{{ "You are ready to speak a word of chaos again." }}},
// The following are visible in wizmode only, or are handled
// specially in the status lights and/or the % or @ screens.
{ DUR_INVIS, 0, "", "", "invis", "", D_DISPELLABLE,
{{ "", _end_invis }, { "You flicker for a moment.", 1}}, 6},
{ DUR_SLOW, 0, "", "", "slow", "", D_DISPELLABLE},
{ DUR_MESMERISED, 0, "", "", "mesmerised", "", D_DISPELLABLE,
{{ "You break out of your daze.", []() { you.clear_beholders(); }},
{}, true }},
{ DUR_MESMERISE_IMMUNE, 0, "", "", "mesmerisation immunity", "", D_NO_FLAGS, {{""}} },
{ DUR_HASTE, 0, "", "", "haste", "", D_DISPELLABLE, {}, 6},
{ DUR_FLIGHT, 0, "", "", "flight", "", D_DISPELLABLE /*but special-cased*/, {}, 10},
{ DUR_POISONING, 0, "", "", "poisoning", "", D_NO_FLAGS},
{ DUR_PIETY_POOL, 0, "", "", "piety pool", "", D_NO_FLAGS},
{ DUR_TRANSFORMATION, 0, "", "", "transformation", "", D_DISPELLABLE /*but special-cased*/, {}, 10},
{ DUR_EXCRUCIATING_WOUNDS, 0, "", "", "excruciating wounds", "", D_DISPELLABLE,
{{ "", _end_weapon_brand }}},
{ DUR_DEMONIC_GUARDIAN, 0, "", "", "demonic guardian", "", D_NO_FLAGS, {{""}}},
{ DUR_POWERED_BY_DEATH, 0, "", "", "pbd", "", D_NO_FLAGS},
{ DUR_REPEL_STAIRS_MOVE, 0, "", "", "repel stairs move", "", D_NO_FLAGS, {{""}}},
{ DUR_REPEL_STAIRS_CLIMB, 0, "", "", "repel stairs climb", "", D_NO_FLAGS, {{""}}},
{ DUR_CLOUD_TRAIL, 0, "", "", "cloud trail", "", D_NO_FLAGS},
{ DUR_TIME_STEP, 0, "", "", "time step", "", D_NO_FLAGS},
{ DUR_ICEMAIL_DEPLETED, 0, "", "", "icemail depleted", "", D_NO_FLAGS,
{{ "Your icy envelope is restored.", _redraw_armour }}},
{ DUR_PARALYSIS_IMMUNITY, 0, "", "", "paralysis immunity", "", D_NO_FLAGS},
{ DUR_VEHUMET_GIFT, 0, "", "", "vehumet gift", "", D_NO_FLAGS, {{""}}},
{ DUR_SICKENING, 0, "", "", "sickening", "", D_NO_FLAGS, {{""}}},
{ DUR_WATER_HOLD, 0, "", "", "drowning", "", D_NO_FLAGS},
{ DUR_SLEEP_IMMUNITY, 0, "", "", "sleep immunity", "", D_NO_FLAGS, {{""}}},
// Regeneration information handled separately.
{ DUR_TROGS_HAND, 0, "", "strong-willed", "trogs hand",
"Your willpower is greatly increased.", D_EXPIRES,
{{"", trog_remove_trogs_hand},
{"You feel the effects of Trog's Hand fading.", 1}}, 6},
{ DUR_GOZAG_GOLD_AURA, 0, "", "gold aura", "", "", D_NO_FLAGS,
{{ "", []() { you.props[GOZAG_GOLD_AURA_KEY] = 0; you.redraw_title = true;}}}},
{ DUR_COLLAPSE, 0, "", "", "collapse", "", D_NO_FLAGS },
{ DUR_BRAINLESS, 0, "", "", "brainless", "", D_NO_FLAGS },
{ DUR_CLUMSY, 0, "", "", "clumsy", "", D_NO_FLAGS },
{ DUR_ANCESTOR_DELAY, 0, "", "", "ancestor delay", "", D_NO_FLAGS, {{""}}},
{ DUR_GRASPING_ROOTS, 0, "", "grasped by roots", "grasping roots",
"You are constricted by grasping roots.", D_NO_FLAGS},
{ DUR_SHAFT_IMMUNITY, 0, "", "", "shaft immunity", "", D_NO_FLAGS, {{""}}},
{ DUR_NOXIOUS_BOG,
MAGENTA, "Bog",
"spewing sludge", "noxious bog",
"You are spewing a noxious bog.", D_DISPELLABLE,
{{ "Your noxious spew wanes." }}},
{ DUR_FROZEN_RAMPARTS, LIGHTBLUE, "Ramparts", "freezing walls",
"frozen ramparts", "You have covered nearby walls with an icy ambush.",
D_DISPELLABLE},
{ DUR_HEAVENLY_STORM, 0, "", "in a heavenly storm", "heavenly storm",
"Heavenly clouds are increasing your accuracy and damage.", D_NO_FLAGS,
{{ "", wu_jian_decrement_heavenly_storm }}},
{ DUR_SICKNESS, 0, "", "", "sickness", "", D_DISPELLABLE,
{{ "You feel your health improve." }}},
#if TAG_MAJOR_VERSION == 34
// And removed ones
{ DUR_MAGIC_SAPPED, 0, "", "", "old magic sapped", "", D_NO_FLAGS},
{ DUR_REPEL_MISSILES, 0, "", "", "old repel missiles", "", D_NO_FLAGS},
{ DUR_DEFLECT_MISSILES, 0, "", "", "old deflect missiles", "", D_NO_FLAGS},
{ DUR_JELLY_PRAYER, 0, "", "", "old jelly prayer", "", D_NO_FLAGS},
{ DUR_CONTROLLED_FLIGHT, 0, "", "", "old controlled flight", "", D_NO_FLAGS},
{ DUR_SEE_INVISIBLE, 0, "", "", "old see invisible", "", D_NO_FLAGS},
{ DUR_INSULATION, 0, "", "", "old insulation", "", D_NO_FLAGS},
{ DUR_BARGAIN, 0, "", "", "old bargain", "", D_NO_FLAGS},
{ DUR_SLAYING, 0, "", "", "old slaying", "", D_NO_FLAGS},
{ DUR_MISLED, 0, "", "", "old misled", "", D_NO_FLAGS},
{ DUR_NAUSEA, 0, "", "", "old nausea", "", D_NO_FLAGS},
{ DUR_TEMP_MUTATIONS, 0, "", "", "old temporary mutations", "", D_NO_FLAGS},
{ DUR_BATTLESPHERE, 0, "", "", "old battlesphere", "", D_NO_FLAGS},
{ DUR_RETCHING, 0, "", "", "old retching", "", D_NO_FLAGS},
{ DUR_SPIRIT_HOWL, 0, "", "", "old spirit howl", "", D_NO_FLAGS},
{ DUR_SONG_OF_SHIELDING, 0, "", "", "old song of shielding", "", D_NO_FLAGS},
{ DUR_ANTENNAE_EXTEND, 0, "", "", "old antennae extend", "", D_NO_FLAGS},
{ DUR_BUILDING_RAGE, 0, "", "", "old building rage", "", D_NO_FLAGS},
{ DUR_NEGATIVE_VULN, 0, "", "", "old negative vuln", "", D_NO_FLAGS},
{ DUR_SURE_BLADE, 0, "", "", "old sure blade", "", D_NO_FLAGS},
{ DUR_CONTROL_TELEPORT, 0, "", "", "old control teleport", "", D_NO_FLAGS},
{ DUR_DOOM_HOWL_IMMUNITY, 0, "", "", "old howl immunity", "", D_NO_FLAGS, {{""}}},
{ DUR_CONDENSATION_SHIELD, 0, "", "", "old condensation shield", "", D_NO_FLAGS},
{ DUR_PHASE_SHIFT, 0, "", "", "old phase shift", "", D_NO_FLAGS},
{ DUR_ANTIMAGIC,
RED, "-Mag",
"antimagic", "",
"You have trouble accessing your magic.", D_DISPELLABLE | D_EXPIRES,
{{ "You regain control over your magic." }}, 27},
{ DUR_TELEPATHY, 0, "", "", "old telepathy", "", D_NO_FLAGS},
{ DUR_MAGIC_ARMOUR, 0, "", "", "old magic armour", "", D_NO_FLAGS},
{ DUR_MAGIC_SHIELD, 0, "", "", "old magic shield", "", D_NO_FLAGS},
{ DUR_FORTITUDE, 0, "", "", "old fortitude", "", D_NO_FLAGS},
{ DUR_WATER_HOLD_IMMUNITY, 0, "", "", "old drowning immunity", "", D_NO_FLAGS, {{""}}},
{ DUR_REGENERATION, 0, "", "", "old regeneration", "", D_NO_FLAGS},
{ DUR_NO_CAST, 0, "", "", "old no cast", "", D_NO_FLAGS},
{ DUR_GOURMAND, 0, "", "", "old gourmand", "", D_NO_FLAGS},
{ DUR_ABJURATION_AURA, 0, "", "", "old abjuration", "", D_NO_FLAGS},
{ DUR_INFUSION, 0, "", "", "old infusion", "", D_NO_FLAGS},
{ DUR_SHROUD_OF_GOLUBRIA, 0, "", "", "old shroud", "", D_NO_FLAGS},
{ DUR_FIRE_SHIELD, 0, "", "", "old ring of flames", "", D_NO_FLAGS},
{ DUR_DARKNESS, 0, "", "", "old darkness", "", D_NO_FLAGS},
{ DUR_STABBING, 0, "", "", "old stabbing", "", D_NO_FLAGS},
{ DUR_SCRYING, 0, "", "", "old scrying", "", D_NO_FLAGS},
{ DUR_ELIXIR_MAGIC, 0, "", "", "old elixir magic", "", D_NO_FLAGS},
#endif
};