git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7765 c06c8d41-db1a-0410-9941-cceddc491573
BUB4UTCUKS54CWDOAU5TV43GL6VYDSRBFEQ6OZ44IQD7Z5OOAOEQC
# This file contains the lists of keywords (and their
# weights) for some lookup phrases of randart type,
# namely "weapon", "armour" and "jewellery" as well as
# in combination with those gods that occasionally
# gift randarts, i.e. "Trog weapon", "Okawaru weapon",
# "Okawaru armour", "Xom weapon", "Xom armour" and
# "Xom jewellery". Incidentally, they are listed in
# precisely that order. At the end of the file you
# will also find a few lists of adjectives used for
# This file contains the lists of keywords (and their weights) for some lookup
# phrases of randart type, namely "weapon", "armour" and "jewellery" as well
# as in combination with those gods that occasionally gift randarts, i.e.
# "Trog weapon", "Okawaru weapon", "Okawaru armour", "Xom weapon", "Xom armour"
# and "Xom jewellery". Incidentally, they are listed in precisely that order.
# At the end of the file you will also find a few lists of adjectives used for
# The syntax for keywords is the same as that of
# monster speech (see monster_speech.txt for the full
# details). Any phrase encased in '@' symbols is one
# the database will recognise as a keyword that needs
# to be replaced. Definitions of such keywords can be
# found in 4 different places:
# The syntax for keywords is the same as that of monster speech (details are in
# monster_speech.txt). Any phrase encased in '@' symbols is one the database
# will recognise as a keyword that needs to be replaced. Definitions of such
# keywords can be found in 4 different places:
# In the case of god_name this actually allows some
# more refined handling. In fact, the god will not be
# picked entirely at random as there are some
# restrictions to make sure that e.g. no good god is
# chosen for evil weapons, that Beogh isn't matched
# with orc slaying, or that Zin doesn't get picked for
# In the case of god_name this actually allows some more refined handling. In
# fact, the god will not be picked entirely at random as there are some
# restrictions to make sure that e.g. no good god is chosen for evil weapons,
# that Beogh isn't matched with orc slaying, or that Zin doesn't get picked for
# Randart names may only have a maximum length of 25
# symbols (spaces included). This comparison takes
# place after all replacements have been taken care
# of, and the name is thus complete. If a name turns
# out to be longer than this threshold, the game
# will roll another one.
# Randart names may only have a maximum length of 25 symbols (spaces included).
# This comparison takes place after all replacements have been taken care of,
# and the name is thus complete. If a name turns out to be longer than this
# threshold, the game will roll another one.
# Note that weapons and armour use database names for
# only half of all randarts created (the others are
# entirely random names), for jewellery this is only
# the case for one in five randarts. These chances
# are hardcoded.
# Note that weapons and armour use database names for only half of all randarts
# created (the others are entirely random names), for jewellery this is only
# the case for one in five randarts. These chances are hardcoded.
# Feel free to play around with the keywords or their
# weights. The default weight of an entry is w:10, and
# an entry is picked with a chance of its weight out
# of the sum of all weights for entries in a group.
# Consequently if you set the weight of a keyword to
# a really high value (say, 10,000) you can test how
# it looks in the game. Even better, if you have
# wizard mode compiled in (check the in-game 'V'ersion
# information) you can use the wizard command '&o' to
# create objects and '&+' to turn an ordinary object
# into a randart.
# Feel free to play around with the keywords or their weights. The default
# weight of an entry is w:10, and an entry is picked with a chance of its
# weight out of the sum of all weights for entries in a group. Consequently if
# you set the weight of a keyword to a really high value (say, 10,000) you can
# test how it looks in the game. Even better, if you have wizard mode compiled
# in (check in-game '?V' version information) you can use the wizard command
# '&o' to create objects and '&+' to turn an ordinary object into a randart.
# While for the appearance of randart weapons and armour you can
# just stick an adjective in front of the object type name ("bloodstained
# dagger"), unidentified non-artefact jewellry is described with both an
# adjective and material ("runed wooden ring"), making a description
# like "runed ring" a bit weird. So give randart jewellery an adjective
# that no non-artefact jewellery would have, plus a material that a
# non-artefact might or might not have.
# While for the appearance of randart weapons and armour you can just stick an
# adjective in front of the object type name ("bloodstained dagger"),
# unidentified non-artefact jewellry is described with both an adjective and
# material ("runed wooden ring"), making a description like "runed ring" a bit
# weird. So give randart jewellery an adjective that no non-artefact jewellery
# would have, plus a material that a non-artefact might or might not have.