BOOL field, with the different properties all listed at once, separated by commas. E.g., "BOOL: poison, life, elec" gives resistance to posion, negative energy and lightning.
Added documentation of fields to art-data.txt
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10048 c06c8d41-db1a-0410-9941-cceddc491573
KC7HKOPRUKHHZBJMSUHPELMELYEJ3MW66ZXVZW5S5KUHPMCYEZBAC if ($field eq "OBJ")
if ($field eq "BOOL"){my @parts = split(/\s*,\s*/, $value);my $part;foreach $part (@parts){my $up = uc($part);if ($up eq "CURSED"){# Start out cursed, but don't re-curse.$artefact->{CURSED} = -1;}elsif (!exists($field_type{$up})){error($artefact, "Unknown bool '$part'");}elsif ($field_type{$up} ne "bool"){error($artefact, "'$part' is not a boolean");}else{$artefact->{$up} = 1;}}}elsif ($field eq "OBJ")
############################################################################## Explanation of unusual fields:# BOOL: Turn certain boolean properties of the artefact on, with the list# of properties separated by commas. The list includes:## * berserk: Lets wearer evoke berserking ability.# * blink: Lets wearer evoke the blink ability.# * cantelep: Lets wearer evoke the teleport ability.# * cursed: Item is generated cursed.# * elec: Grants electrical resistance.# * inv: Lets wearer evoke invisibility ability.# * lev: Lets wearer evoke levitation ability.# * life: Grants negative energy resistance.# * mapping: Lets wearer evoke magic mapping ability.# * noises: Weapon makes noises.# * nospell: Prevents wearer from casting spells.# * notelep: Prevents wearer from teleporting or blinking.# * poison: Grants poison resistance.# * rnd_tele: Induces random teleportation.# * seeinv: Lets wearer see invisible.# ENUM: Forces the artefacts enumaration literal to something specific.# For example, "ENUM: FOO" gives the enumeration "UNRAND_FOO". The# default enumeration is determined as follows:## 1) If there's a string between double quotes, use that.# 2) If #1 doesn't apply and the name contains " of " or " of the ",# use what's after that.# 3) If neither #1 no #2 apply, use the full name.# 4) Remove approstrophes, change spaces and dashes to underscores,# uppercase the whole thing, and add "UNRAND_" to the front.# OBJ: The enumerations of the base type and sub type of the artefact,# separated by a dash. E.g., OBJ_WEAPONS/WPN_SWORD# PLUS: The pluses of artefact. For an object with two pluses,# is specified with "plus/plus2". For an object with just one plus,# is specified with "plus".#####
# Explanation of normal fields:# AC: Armour class modifier (for non-armour artefacts)# ACC: Accuracy modifier (for non-weapon artefacts)# ANGRY Each time the wielder of the weapon strikes a victim there's# a chance of the wielder going berserk, with the chance# increasing with the value of ANGRY.# APPEAR: Unidentified appearence of artifact.# COLD: Cold resistance/vulnerability.# COLOUR: The colour of the artifact, as listed in defines.h# CURSED: The artefact has a one-in-num chance of becoming cursed each# time its equipped.# DAM: Damage modifier (for non-weapon artefacts)# DESC: Description which replaces the database (dat/descript/items.txt)# description of the item.# DESC_ID: Description which replaces the database desc or DESC when the# artefact is identified.# DESC_END: String which goes at the end of the artefacts description, if# the item is identified.# DEX: Dexterity modifier.# EV: Evasion modifier.# FIRE: Fire reistance/vulnerability.# INT: Intelligence modifier.# MAGIC: Magic resistance modifier.# METAB: Hunger modifier.# MP: Mana capacity modifier.# NAME: Name of artefact when identified.# MUTATE: Gives artifact mutagenic glow.# STEALTH: Stealth modifier.# STR: Strenght modifier.#################################################################3