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.