###############################################################################
# Randart Names
# -------------
# randname.txt: lookup randart type
#
# 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
# unidentified randart appearances.
#
# 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:
#
# o rand_wpn.txt - keywords used mainly for weapons
# o rand_arm.txt - keywords used mainly for armour
# o rand_all.txt - keywords used for jewellery
# as well as for all three types
# o randbook.txt - keywords used for randart books
# o hardcoded (randart.cc)
#
# The latter allows the use of phrases elsewhere defined in Crawl. The list of
# hardcoded keywords is as follows:
#
# * player_name - player-chosen character name
# * player_species - species of the character
# * branch_name - name of a random Crawl branch
# * god_name - name of a random Crawl god
# * xom_name - one of Xom's long names
#
# 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
# randarts with mutagenic properties.
#
# 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.
#
# 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.
#
# Have fun!
######################################################
%%%%
######################################################
# 1. WEAPONS
######################################################
weapon
# weapon specific keywords (see rand_wpn.txt)
of @power_or_anger@
of @battle_or_war@
w:1
of @player_doom@
w:9
of @death_or_doom@
w:16
of @strategy_or_justice@
w:4
of the @people_name@
w:8
of the @weapon_animal@
w:2
of the @plant_name@
w:7
of @evil_stuff@
w:5
of @catastrophe_name@
w:8
of @chaos_name@
w:8
of @balance_or_order@
of @economics_or_politics@
w:8
of @branch_name@
w:7
of @place_name@
w:5
of @discomfort_weapon@
w:3
of @mental_illness_weapon@
w:4
of the @item_name@
w:1
of @magic_name@
w:5
of @substance_name@
w:7
of @science_name@
w:5
of @other_weapon_name@
w:30
"@plain_weapon_name@"
# general keywords (see rand_all.txt)
w:5
of @time_name@
w:5
of @sky_or_light@
w:18
of @virtue_or_vice@
of @number_or_qualifier@ @thing_names@
w:5
of @destiny_name@
w:9
of @god_name@'s @divine_esteem@
# hardcoded keywords
w:1
of @god_name@
%%%%
######################################################
# 2. ARMOUR
######################################################
armour
# armour specific keywords (see rand_arm.txt)
of @armour_name_shielding@
w:8
of @armour_property_name@
w:20
of @wacky_armour_name@
of the @profession_name@
of @politics_name_armour@
w:3
of @weather_name@
w:17
of @good_or_divine@
w:5
of the @celestial_bodies@
w:5
of @instrument_name@
w:20
of the @armour_animal@
w:3
of @flower_name@
w:3
of the @critter_name@
w:5
of @evil_being@
w:5
of @mental_illness_armour@
of @discomfort_and_inaction@
of @game_name@
w:15
of @other_armour_name@
w:1
"@plain_armour_name@"
# weapon specific keywords (see rand_arm.txt)
w:25
of @philosophy_or_science@
w:15
of @place_name@
# general keywords (see rand_all.txt)
of @time_name@
w:8
of @sky_or_light@
w:30
of @virtue_or_vice@
w:16
of @number_or_qualifier@ @thing_names@
w:20
of @god_name@'s @divine_esteem@
# hardcoded keywords
w:1
of @god_name@
w:15
of @branch_name@
%%%%
######################################################
# 3. JEWELLERY
######################################################
jewellery
# jewellery specials (see rand_all.txt)
w:3
of the @jewellery_animal@
of @jewellery_special_name@
of @suspicion_name@
# as defined for weapons (see rand_wpn.txt)
of @people_name@
w:17
of @balance_or_order@
w:14
of @philosophy_name@
w:7
of @mental_illness_weapon@
of @other_weapon_name@
# as defined for armour (see rand_arm.txt)
w:20
of the @armour_animal@
w:3
of @flower_name@
w:5
of @evil_being@
w:20
of @good_or_divine@
w:12
of @politics_name_armour@
w:1
"@plain_armour_name@"
# same for all three types (see rand_all.txt)
w:13
of @time_name@
of @sky_or_light@
w:20
of @god_name@'s @divine_esteem@
of Xom's @xom_esteem@
w:7
of @virtue_name@
w:13
of @vice_name@
w:20
of @number_or_qualifier@ @thing_names@
%%%%
######################################################
# GOD GIFT specials
######################################################
# TROG (weapons only)
######################################################
Trog weapon
# names containing battle and death are more likely
w:25
of @power_or_anger@
w:25
of @battle_or_war@
w:25
of @death_or_doom@
w:7
of @strategy_name@
w:15
of @justice_name@
w:30
of @virtue_or_vice@
w:1
of Trog
w:20
of Trog's @divine_esteem@
of Trog's @anger_name@
w:15
of the @weapon_animal@
w:15
of @evil_stuff@
of @catastrophe_name@
w:15
of @chaos_name@
w:20
of @balance_or_order@
w:20
of @economics_or_politics@
w:15
of @branch_name@
w:15
of @place_name@
w:15
of @time_name@
of @sky_or_light@
w:20
of @number_or_qualifier@ @thing_names@
of @discomfort_weapon@
of @mental_illness_weapon@
of the @item_name@
w:15
of @philosophy_name@
of @science_name@
of @other_weapon_name@
of @monster_name@@killer_name@
w:30
"@plain_weapon_name@"
%%%%
######################################################
# OKAWARU weapon
######################################################
Okawaru weapon
# basically use normal set
w:400
@weapon@
# with a few special cases
w:2
of @player_name@'s @valour_name@
w:3
of Okawaru's @divine_esteem@
# and bonus probability for some of the more harmless themes
of @strategy_or_justice@
w:5
of @philosophy_name@
w:3
of @balance_or_order@
w:5
of @power_name@
w:2
of @virtue_name@
w:1
of the @diviner_name@
w:5
of the @weapon_animal@
w:5
of @place_name@
w:2
of @item_name@
%%%%
######################################################
# OKAWARU armour
######################################################
Okawaru armour
# again use normal chances with a few exceptions
w:400
@armour@
w:2
of @player_name@'s @valour_name@
w:2
of Okawaru's @divine_esteem@
w:2
of the @armour_animal@
w:1
of @good_or_divine@
w:2
of @armour_name_shielding@
w:1
of @armour_property_name@
w:1
of @wacky_armour_name@
w:2
of @politics_name_armour@
%%%%
######################################################
# XOM weapon
######################################################
# Xom will basically allow everything
Xom weapon
# increased chances (obviously!)
w:5
of @chaos_name@
w:5
of Xom's @xom_esteem@
w:2
of Xom's @divine_esteem@
# uses the long name
w:1
of @xom_name@
w:1
of @game_name@
w:400
@weapon@
# and why not some of the other names?
@jewellery@
@armour@
%%%%
######################################################
# XOM armour
######################################################
Xom armour
# increased chances (obviously!)
w:5
of @chaos_name@
w:5
of Xom's @xom_esteem@
w:2
of Xom's @divine_esteem@
# uses the long name
w:1
of @xom_name@
w:1
of @game_name@
w:1
of @player_death@
w:400
@armour@
# why not some other names?
# (sadly, some weapon names don't make sense even for Xom)
@jewellery@
%%%%
######################################################
# XOM jewellery
######################################################
Xom jewellery
# increased chances (obviously!)
w:5
of @chaos_name@
w:5
of Xom's @xom_esteem@
w:2
of Xom's @divine_esteem@
# uses the long name
w:1
of @xom_name@
w:1
of @game_name@
w:1
of @player_death@
w:1
of @player_doom@
w:300
@jewellery@
# why not some other names?
# (sadly, some weapon names don't make sense even for Xom)
@armour@
%%%%
######################################################
# Library of randart APPEARANCE (un-identified).
######################################################
# common to all three types of randarts
general appearance
brightly glowing
smoking
twisted
shimmering
warped
transparent
encrusted
pitted
slimy
polished
fine
crude
ancient
faintly glowing
steaming
dazzling
%%%%
weapon appearance
iridescent
bloodstained
crystal
jewelled
ichor-stained
# currently 16 entries, so their overall weight amounts 160
w:160
@general appearance@
%%%%
armour appearance
faintly humming
bloodstained
heavily runed
jewelled
ichor-stained
distressingly furry
w:160
@general appearance@
%%%%
######################################################
# Jewellery appearance
######################################################
#
# 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 jewellery 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.
jewellery appearance
scintillating
sparkling
flickering
glittering
smoking
shimmering
wavering
warped
transparent
pitted
slimy
fine
crude
ancient
brightly glowing
faintly glowing
steaming
heavily runed
vibrating
twitching
%%%%
ring material
wooden
ivory
bone
amber
silver
golden
platinum
iron
steel
bronze
brass
copper
tin
lead
pewter
granite
marble
jade
turquoise
lapis lazuli
glass
%%%%
amulet material
ivory
bone
graven
silver
golden
platinum
iron
steel
bronze
brass
copper
tin
lead
pewter
zirconium
sapphire
emerald
garnet
ruby
jade
ruby
crystal
diamond
amethyst
%%%%
ring appearance
@jewellery appearance@ @ring material@
%%%%
amulet appearance
@jewellery appearance@ @amulet material@
%%%%