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authorBardur Arantsson <bardur@scientician.net>2015-12-11 08:09:30 +0100
committerBardur Arantsson <bardur@scientician.net>2015-12-11 08:09:30 +0100
commit33e7dc3baa6b375efb6d8989ffe3c50511291228 (patch)
tree16c72b093ab53f33be5386a842450da8cdf117cf
parentcc50d2db6418690470ead3faf71e0818eff1b8e4 (diff)
Remove Alchemist class and associated skills/code
Alchemy has always been ridiculously broken and there's been a huge amount of horrible code to support it. Sorry to any fans of Alchemy, but it's got to go.
-rw-r--r--lib/edit/ab_info.txt9
-rw-r--r--lib/edit/al_info.txt2097
-rw-r--r--lib/edit/k_info.txt146
-rw-r--r--lib/edit/misc.txt3
-rw-r--r--lib/edit/p_info.txt29
-rw-r--r--lib/edit/s_info.txt6
-rw-r--r--lib/help/ability.txt20
-rw-r--r--lib/help/automat.txt7
-rw-r--r--lib/help/birth.txt3
-rw-r--r--lib/help/c_alchem.txt135
-rw-r--r--lib/help/command.txt6
-rw-r--r--lib/help/defines.txt22
-rw-r--r--lib/help/dungeon.txt2
-rw-r--r--lib/help/essences.txt219
-rw-r--r--lib/help/index.txt9
-rw-r--r--lib/help/magic.txt5
-rw-r--r--lib/help/skills.txt11
-rw-r--r--lib/help/spoiler.hlp1
-rw-r--r--lib/help/tome_faq.txt8
-rw-r--r--lib/mods/theme/edit/al_info.txt12
-rw-r--r--lib/mods/theme/edit/misc.txt3
-rw-r--r--lib/mods/theme/help/ability.txt20
-rw-r--r--lib/mods/theme/help/automat.txt7
-rw-r--r--lib/mods/theme/help/c_alchem.txt135
-rw-r--r--lib/mods/theme/help/command.txt6
-rw-r--r--lib/mods/theme/help/defines.txt22
-rw-r--r--lib/mods/theme/help/dungeon.txt2
-rw-r--r--lib/mods/theme/help/essences.txt219
-rw-r--r--lib/mods/theme/help/magic.txt5
-rw-r--r--lib/mods/theme/help/skills.txt11
-rw-r--r--lib/mods/theme/help/spoiler.hlp1
-rw-r--r--lib/mods/theme/help/tome_faq.txt8
-rw-r--r--lib/mods/theme/pref/font-xxx.prf3
-rw-r--r--lib/pref/font-xxx.prf3
-rw-r--r--lib/pref/xtra-new.prf126
-rw-r--r--src/alchemist_recipe.hpp11
-rw-r--r--src/alchemist_recipe_fwd.hpp3
-rw-r--r--src/artifact_select_flag.hpp18
-rw-r--r--src/artifact_select_flag_fwd.hpp3
-rw-r--r--src/birth.cc10
-rw-r--r--src/cmd2.hpp1
-rw-r--r--src/cmd6.cc38
-rw-r--r--src/cmd7.cc3081
-rw-r--r--src/cmd7.hpp2
-rw-r--r--src/defines.h34
-rw-r--r--src/flags_group.hpp2
-rw-r--r--src/help.cc44
-rw-r--r--src/init1.cc383
-rw-r--r--src/init1.hpp1
-rw-r--r--src/init2.cc23
-rw-r--r--src/loadsave.cc20
-rw-r--r--src/object1.cc14
-rw-r--r--src/object2.cc11
-rw-r--r--src/object_kind.hpp2
-rw-r--r--src/q_fireprof.cc17
-rw-r--r--src/skills.cc3
-rw-r--r--src/skills_defs.hpp1
-rw-r--r--src/spells2.cc5
-rw-r--r--src/store.cc1
-rw-r--r--src/tables.cc15
-rw-r--r--src/variable.cc20
-rw-r--r--src/variable.hpp8
-rw-r--r--src/wizard1.cc244
-rw-r--r--src/xtra2.cc38
64 files changed, 73 insertions, 7301 deletions
diff --git a/lib/edit/ab_info.txt b/lib/edit/ab_info.txt
index 9e0bd81..b78346e 100644
--- a/lib/edit/ab_info.txt
+++ b/lib/edit/ab_info.txt
@@ -81,15 +81,6 @@ k:40:Combat
S:30:DEX
S:30:STR
-N:7:Artifact Creation
-D:In combination with a high alchemy skill this ability will let you
-D:design your very own artifacts
-D:Prereq: Alchemy@40, INT@35, WIS@35
-I:70
-k:40:Alchemy
-S:35:INT
-S:35:WIS
-
N:8:Far reaching attack
D:You can attack an enemy one square far using a long polearm.
D:At high levels of Polearm-mastery skill, you can even hit two enemies at once.
diff --git a/lib/edit/al_info.txt b/lib/edit/al_info.txt
deleted file mode 100644
index fbd4c9a..0000000
--- a/lib/edit/al_info.txt
+++ /dev/null
@@ -1,2097 +0,0 @@
-# File: al_info.txt
-
-
-# This file is used to initialize the "lib/raw/al_info.raw" file, which is
-# used as the alchemist recipes in ToME
-
-# Do not modify this file unless you know exactly what you are doing,
-# unless you wish to risk possible system crashes.
-
-# Version stamp (required)
-
-V:2.0.0
-
-
-#Note: when you add anything to this file, you also need to change the M:a
-#line of misc.txt. Unlike other files, there is no 'count' entry. The
-#easiest and fastest way to find out what to say in misc.txt is:
-#
-# grep '^[Ia]:' <al.txt | wc -l
-# you need to add one to the result of the above statement.
-#
-# Which only works on unix systems. But if you have the misfortune not to
-#be working on a unix system, you can use an editor and to a global search
-#and replace, searching for I: and then for a:, which will give you a count
-#that's a few high, but will still work.
-
-
-#Format: There's only one kind of line here, and that's the
-# Item line. Goes like this:
-
-
-# I:tval:sval:Qty:essence
-#
-# The problem here is that it doesn't matter what order things are in.
-# Since the tval and sval are specified on each line, the lines that
-# describe a particular recipe for a particular item don't have to be
-# anywhere even close to each other in the file. This could cause a problem:
-# if the same item has two different entries for the same essence, it will
-# find one, assume that the player has enough, and display that one in green.
-# But when the player goes to make it, they may not have enough. It would also
-# cause weird recipe displays, with one essence listed twice. Funny-looking
-
-
-
-# Some special tvals:
-# 0 Not a tval, used internally by the parser to store the artifact flag essences.
-# We don't currently have any mechanism to control which tvals flags are used on.
-# 1 Not actually a tval, used for ego items, in which case the 'sval' is the e_idx
-# We don't need tvals or svals for ego items, because that information is
-# contained in the e_info record, which the e_idx points us to.
-#
-# 40 Amulet
-# 45 ring
-# 55 staff
-# 65 wand
-# 66 rod tip
-# 70 scroll
-# 71 potion
-# 40 Amulet
-# 45 ring
-# 55 staff
-# 65 wand
-# 66 rod tip
-# 70 scroll
-# 71 potion
-# 72 potion2
-# 80 Food ('shrooms, etc)
-
-# I:tval:sval:Qty:essence
-
-#**********************Mushrooms***********************
-
-#SV_FOOD_POISON 0
-I:80:0:1:LIFE
-I:80:0:8:POISON
-
-#SV_FOOD_BLINDNESS 1
-I:80:1:1:LIFE
-I:80:1:6:DARKNESS
-I:80:1:2:LITE
-
-#SV_FOOD_PARANOIA 2
-I:80:2:1:LIFE
-I:80:2:4:KNOWLEDGE
-I:80:2:4:CONFUSION
-
-#SV_FOOD_CONFUSION 3
-I:80:3:1:LIFE
-I:80:3:8:CONFUSION
-
-#SV_FOOD_HALLUCINATION 4
-I:80:4:1:LIFE
-I:80:4:4:CONFUSION
-I:80:4:4:MANA
-I:80:4:4:TELEPORT
-
-#SV_FOOD_PARALYSIS 5
-I:80:5:1:LIFE
-I:80:5:8:FORCE
-
-#SV_FOOD_WEAKNESS 6
-I:80:6:1:LIFE
-I:80:6:4:POISON
-I:80:6:4:FORCE
-
-#SV_FOOD_SICKNESS 7
-I:80:7:8:LIFE
-I:80:7:1:POISON
-
-#SV_FOOD_STUPIDITY 8
-I:80:8:1:LIFE
-I:80:8:1:MANA
-I:80:8:8:KNOWLEDGE
-
-#SV_FOOD_NAIVETY 9
-I:80:9:1:LIFE
-I:80:9:1:MANA
-I:80:9:4:CONFUSION
-I:80:9:4:KNOWLEDGE
-
-#SV_FOOD_UNHEALTH 10
-I:80:10:8:LIFE
-I:80:10:1:FORCE
-I:80:10:1:POISON
-
-#SV_FOOD_DISEASE 11
-I:80:11:1:LIFE
-I:80:11:1:TIME
-I:80:11:8:POISON
-
-#SV_FOOD_CURE_POISON 12
-I:80:12:1:LIFE
-I:80:12:8:POISON
-
-#SV_FOOD_CURE_BLINDNESS 13
-I:80:13:1:LIFE
-I:80:13:6:LITE
-I:80:13:2:DARKNESS
-
-#SV_FOOD_CURE_PARANOIA 14
-I:80:14:1:LIFE
-I:80:14:1:TIME
-
-#SV_FOOD_CURE_CONFUSION 15
-I:80:15:1:LIFE
-I:80:15:12:KNOWLEDGE
-
-#SV_FOOD_CURE_SERIOUS 16
-I:80:16:8:LIFE
-
-#SV_FOOD_RESTORE_STR 17
-I:80:17:20:LIFE
-I:80:17:2:TIME
-
-#SV_FOOD_RESTORE_CON 18
-I:80:18:20:LIFE
-I:80:18:2:TIME
-
-#SV_FOOD_RESTORING 19
-I:80:19:40:LIFE
-I:80:19:4:TIME
-
-#/* many missing mushrooms */
-#Note - the comment below appears on the list in defines.h, but I can't find
-#any more mushrooms in k_info.txt
-
-#define SV_FOOD_BISCUIT 32
-#define SV_FOOD_JERKY 33
-#define SV_FOOD_RATION 35
-#define SV_FOOD_SLIME_MOLD 36
-#define SV_FOOD_WAYBREAD 37
-#define SV_FOOD_PINT_OF_ALE 38
-#define SV_FOOD_PINT_OF_WINE 39
-#define SV_FOOD_ATHELAS 40
-#define SV_FOOD_GREAT_HEALTH 41
-#define SV_FOOD_FORTUNE_COOKIE 42
-
-
-
-#***************************Artifact Flags************************************
-#
-#A:Group:tval:sval:pval:pval?:level:xp
-# The first three describe the required item, they can be left unspecified
-# for no object, or specify starting with tval for increasingly specific
-# objects.
-# Note: pval? is boolean (0 or 1) if true, then this flag has a
-# variable effect, and we should require more experience and times for
-# increasing pvals.
-# Note:for tval=TV_CORPSE, sval=corpse type, pval=monster idx,
-# or use f:moster_race_flags, or leave all blank for any corpse at all.
-#F:object flag to be set
-#D:Description of flag
-#x:Description of activation (instead of description of flag, see below)
-#d:Description of required item
-#p:Description of required item (plural, optional. Illegal if pval != 1)
-#a:qty:object_flag_to_be_set Essence_name (not used)
-
-# Note that like I: lines, a: lines can be anywhere and in any order.
-# Note: 'flag' is the flag name from a_info.txt,
-# 'monster_race_flag' is from r_info.txt
-
-#The group numbers are 1-5, and the descriptions of the groups
-#are hard coded. see cmd7.c
-
-
-A:1:45:24:1:1:40:5000
-F:STR
-D:Add to Strength
-d:Ring of Strength
-p:Rings of Strength
-
-A:1:45:25:1:1:43:5000
-F:INT
-D:Add to Intelligence
-d:Ring of Intelligence
-p:Rings of Intelligence
-
-A:1:40:28:1:1:46:5000
-F:WIS
-D:Add to Wisdom
-d:Amulet of Wisdom
-p:Amulets of Wisdom
-
-A:1:45:26:1:1:46:5000
-F:DEX
-D:Add to Dexterity
-d:Ring of Dexterity
-p:Rings of Dexterity
-
-A:1:45:27:1:1:42:5000
-F:CON
-D:Add to Constitution
-d:Ring of Constitution
-p:Rings of Constitution
-
-A:1:40:2:0:1:30:5000
-F:CHR
-D:Add to Charisma
-d:Amulet of Adornment
-p:Amulets of Adornment
-
-A:1:45:10:0:0:32:1000
-F:SUST_STR
-D:Sustain Strength
-d:Ring of Sustain Strength
-
-A:1:45:11:0:0:34:1000
-F:SUST_INT
-D:Sustain Intelligence
-d:Ring of Sustain Intelligence
-
-A:1:45:12:0:0:28:1000
-F:SUST_WIS
-D:Sustain Wisdom
-d:Ring of Sustain Wisdom
-
-A:1:45:14:0:0:36:1000
-F:SUST_DEX
-D:Sustain Dexterity
-d:Ring of Sustain Dexterity
-
-A:1:45:13:0:0:36:1000
-F:SUST_CON
-D:Sustain Constitution
-d:Ring of Sustain Constitution
-
-A:1:45:15:0:0:25:1000
-F:SUST_CHR
-D:Sustain Charisma
-d:Ring of Sustain Charisma
-
-A:1:45:31:1:1:40:50000
-F:SPEED
-D:Speed
-d:Ring of Speed
-p:Rings of Speed
-
-A:1:45:49:1:1:38:150000
-F:BLOWS
-D:Extra Attacks
-d:Ring of Extra Attacks
-p:Rings of Extra Attacks
-
-A:1:30:2:0:1:32:5000
-F:STEALTH
-D:Stealthy
-d:Left Insole from a Used Soft Boot
-p:Left Insoles from Used Soft Boots
-
-A:1:36:1:0:1:29:2000
-F:SEARCH
-D:Adds to Searching
-d:Filthy Rag
-p:Filthy Rags
-
-A:1:39:1:0:1:6:1000
-F:INFRA
-D:Helps Infravision
-d:Brass Lantern
-p:Brass Lanterns
-
-A:1:9:-1:5:1:30:1000
-F:LUCK
-D:Lucky
-d:Rabbit's Left Forefoot
-p:Rabbit's Left Forefeet
-
-A:1:20:4:0:1:25:30000
-F:TUNNEL
-D:Aids in digging
-d:Pick
-p:Picks
-
-A:1:9:1:0:1:40:50000
-F:LIFE
-f:TROLL
-D:Multiplies Life
-d:Troll's Heart
-p:Troll's Hearts
-
-A:2:71:8:0:0:20:15000
-F:INVIS
-D:Invisibility
-d:Potion of Invisibility
-
-A:2:71:8:0:0:20:4000
-F:SEE_INVIS
-D:See Invisible
-d:Potion of Invisibility
-
-A:2:5:0:0:0:20:30000
-F:FREE_ACT
-D:Free Action
-d:Iron Spike
-
-A:2:34:5:0:0:38:90000
-F:REFLECT
-D:Reflection
-d:Large Metal Shield
-
-A:2:9:1:644:0:20:30000
-F:SH_FIRE
-D:Aura of Fire
-d:Lungs from an Ancient Red Dragon
-
-A:2:9:1:601:0:25:30000
-F:SH_ELEC
-D:Aura of Lightning
-d:Lungs from an Ancient Blue Dragon
-
-A:2:39:2:0:0:8:1000
-F:LITE1
-D:Light
-d:Everburning Torch
-
-A:2:39:3:0:0:20:10000
-F:LITE2
-D:Bright Light
-d:Dwarven Lantern
-
-A:2:39:4:0:0:40:100000
-F:LITE3
-D:Sunlight
-d:Feanorian Lamp
-
-A:2:38:-1:0:0:40:200000
-F:FLY
-D:Flight
-d:Suit of Dragon Armour (any colour)
-
-A:2:9:-1:862:0:50:10000000
-F:AUTO_ID
-D:Automatically IDs
-d:Morgoth's Testicles
-
-A:2:40:14:0:0:29:2000
-F:NO_TELE
-D:Anti-Teleportation
-d:Teleport Inhibiting Amulet
-
-A:2:40:13:0:0:34:2000
-F:NO_MAGIC
-D:Anti-Magic
-d:Magic Inhibiting Amulet
-
-A:2:71:62:0:0:50:100000
-F:WRAITH
-D:Wraith Form
-d:Potion of Invulnerability
-
-A:2:71:33:0:0:15:1000
-F:FEATHER
-D:Levitation
-d:Potion of Berserk Strength
-
-A:2:80:37:0:0:20:10000
-F:SLOW_DIGEST
-D:Slow Digestion
-d:Lembas Wafer
-
-A:2:80:10:0:0:32:20000
-F:REGEN
-D:Regenerate
-d:Mushroom of Unhealth
-
-A:2:80:3:0:0:12:20000
-F:TELEPORT
-D:Teleport
-d:Mushroom of Confusion
-
-A:3:21:2:0:1:30:20000
-F:CRIT
-D:Extra Critical Hits
-d:Whip
-p:Whips
-
-A:3:23:30:0:0:30:30000
-F:WOUNDING
-D:Wounds Monsters
-d:Blade of Chaos
-
-A:3:66:18:0:1:26:6000
-F:VAMPIRIC
-D:Vampiric
-d:Rod Tip of Drain Life
-
-A:3:9:1:0:0:16:2000
-F:SLAY_ANIMAL
-f:ANIMAL
-D:Slay Animal
-d:Dead Animal's Body
-
-A:3:9:-1:0:0:25:2000
-F:SLAY_EVIL
-f:EVIL
-D:Slay Evil
-d:Evil Dead Thing's Remains
-
-A:3:9:-1:0:0:30:2000
-F:SLAY_UNDEAD
-f:UNDEAD
-D:Slay Undead
-d:Remains of Undead Monster
-
-A:3:9:1:0:0:40:1500
-F:SLAY_DEMON
-f:DEMON
-D:Slay Demon
-d:Demon's Corpse
-
-A:3:9:1:0:0:10:700
-F:SLAY_ORC
-f:ORC
-D:Slay Orc
-d:Dead Orc
-
-A:3:9:1:0:0:16:700
-F:SLAY_TROLL
-f:TROLL
-D:Slay Troll
-d:Dead Troll
-
-A:3:9:1:0:0:25:900
-F:SLAY_GIANT
-f:GIANT
-D:Slay Giant
-d:Dead Giant
-
-A:3:9:1:0:0:33:2000
-F:SLAY_DRAGON
-f:DRAGON
-D:Slay Dragon
-d:Dead Dragon (any size will do)
-
-A:3:9:-1:593:0:41:5000
-F:KILL_DRAGON
-D:*Slay* Dragon
-d:Mature Multi-Hued Dragon's Remains
-
-A:3:9:-1:0:0:41:90000
-F:KILL_UNDEAD
-f:S_HI_UNDEAD
-D:*Slay* Undead
-d:Dead Summoner of Greater Undead
-
-A:3:9:-1:996:0:41:90000
-F:KILL_DEMON
-D:*Slay* Demon
-d:Lesser Balrog's Corpse
-
-A:3:0:0:0:0:36:20000
-F:VORPAL
-D:Vorpal
-
-A:3:0:0:0:0:40:90000
-F:IMPACT
-D:Earthquakes
-
-A:3:0:0:0:0:3:2000
-F:BRAND_POIS
-D:Poison Brand
-
-A:3:0:0:0:0:12:2000
-F:BRAND_ACID
-D:Acid Brand
-
-A:3:0:0:0:0:10:2000
-F:BRAND_ELEC
-D:Lightning Brand
-
-A:3:0:0:0:0:6:2000
-F:BRAND_FIRE
-D:Fire Brand
-
-A:3:0:0:0:0:8:2000
-F:BRAND_COLD
-D:Frost Brand
-
-A:3:0:0:0:1:30:3000
-F:XTRA_MIGHT
-D:Extra Might (Bows Only)
-
-A:3:0:0:0:1:35:3000
-F:XTRA_SHOTS
-D:Extra Shots (Bows Only)
-
-A:4:9:1:624:0:49:500000
-F:IM_ACID
-D:Immune to Acid
-d:Ancient Black Dragon's Foreskin
-
-A:4:9:1:601:0:50:500000
-F:IM_ELEC
-D:Immune to Lightning
-d:Ancient Blue Dragon's Foreskin
-
-A:4:9:1:644:0:49:500000
-F:IM_FIRE
-D:Immune to Fire
-d:Ancient Red Dragon's Foreskin
-
-A:4:9:1:617:0:50:500000
-F:IM_COLD
-D:Immune to Cold
-d:Ancient White Dragon's Foreskin
-
-A:4:40:8:0:0:30:30000
-F:HOLD_LIFE
-D:Hold Life
-d:Amulet of the Magi
-
-A:4:45:17:0:0:12:10000
-F:RES_ACID
-D:Resist Acid
-d:Ring of Acid
-
-A:4:45:56:0:0:15:10000
-F:RES_ELEC
-D:Resist Lightning
-d:Ring of Lightning
-
-A:4:71:30:0:0:13:10000
-F:RES_FIRE
-D:Resist Fire
-d:Potion of Resist Heat
-
-A:4:71:31:0:0:14:10000
-F:RES_COLD
-D:Resist Cold
-d:Potion of Resist Cold
-
-A:4:71:27:0:0:25:30000
-F:RES_POIS
-D:Resist Poison
-d:Potion of Cure Poison
-
-A:4:45:38:0:0:26:10000
-F:RES_FEAR
-D:Resist Fear
-d:Ring of Fear Resistance
-
-A:4:45:39:0:0:31:60000
-F:RES_LITE
-D:Resist Light
-d:Ring of Light and Darkness Resistance
-
-A:4:45:39:0:0:31:60000
-F:RES_DARK
-D:Resist Darkness
-d:Ring of Light and Darkness Resistance
-
-A:4:45:47:0:0:30:30000
-F:RES_BLIND
-D:Resist Blindness
-d:Ring of Blindness Resistance
-
-A:4:45:43:0:0:30:30000
-F:RES_CONF
-D:Resist Confusion
-d:Ring of Confusion Resistance
-
-A:4:45:42:0:0:30:60000
-F:RES_SOUND
-D:Resist Sound
-d:Ring of Sound Resistance
-
-A:4:45:44:0:0:30:60000
-F:RES_SHARDS
-D:Resist Shards
-d:Ring of Shard Resistance
-
-A:4:45:40:0:0:30:60000
-F:RES_NETHER
-D:Resist Nether
-d:Ring of Nether Resistance
-
-A:4:45:41:0:0:30:60000
-F:RES_NEXUS
-D:Resist Nexus
-d:Ring of Nexus Resistance
-
-A:4:45:46:0:0:30:60000
-F:RES_CHAOS
-D:Resist Chaos
-d:Ring of Chaos Resistance
-
-A:4:45:45:0:0:30:60000
-F:RES_DISEN
-D:Resist Disenchantment
-d:Ring of Disenchantment Resistance
-
-A:5:9:1:0:0:50:-100000
-F:TEMPORARY
-D:Temporary Item
-d:Corpse, any corpse
-
-A:5:36:1:0:0:10:-2000
-F:AUTO_CURSE
-D:Self-Cursing
-d:Filthy Rag
-
-A:5:80:40:0:0:45:-10000
-F:BLACK_BREATH
-D:Causes the Black Breath
-d:Sprig of Athelas
-
-A:5:70:15:0:0:40:-5000
-F:TY_CURSE
-D:Ancient Curse
-d:Scroll of *Remove Curse*
-
-A:5:0:0:0:0:40:-5000
-F:DRAIN_EXP
-D:Drains your Experience
-
-A:5:0:0:0:0:30:-5000
-F:AGGRAVATE
-D:Aggravates Monsters
-
-A:5:70:14:0:0:30:-500
-F:CURSED
-D:Curse
-d:Scroll of Remove Curse
-
-#Removed for balance - allows you to trade two essences of extra life,
-# and 25+ magic essence for 10000xp on your artifact, which isn't
-# anything to sneeze at. Curse, above, has the same problem, but
-# for 1000xp, I figure it's a fair trade.
-#A:5:70:15:0:0:40:-10000
-#D:Heavy Curse
-#F:HEAVY_CURSE
-#d:Scroll of *Remove Curse*
-
-A:5:0:0:0:0:50:-5000
-F:PERMA_CURSE
-D:Permanently Cursed
-
-A:5:0:0:0:0:35:-2000
-F:CURSE_NO_DROP
-D:Can't be Dropped
-
-A:5:0:0:0:0:45:-5000
-F:DRAIN_HP
-D:Drains your Hit Points
-
-A:5:0:0:0:0:20:-50000
-F:IMMOVABLE
-D:Wielder Can't Move
-
-#/* Floating eye corpse for esp all :) other ESP's don't require anything at all...*/
-A:5:9:1:32:0:40:20000
-F:ESP_ALL
-D:Telepathy
-d:Formerly Floating Eye
-
-A:5:0:0:0:0:25:3000
-F:ESP_ORC
-D:Sense Orcs
-
-A:5:0:0:0:0:25:3000
-F:ESP_TROLL
-D:Sense Trolls
-
-A:5:0:0:0:0:25:5000
-F:ESP_DRAGON
-D:Sense Dragons
-
-A:5:0:0:0:0:25:5000
-F:ESP_GIANT
-D:Sense Giants
-
-A:5:0:0:0:0:25:5000
-F:ESP_DEMON
-D:Sense Demons
-
-A:5:0:0:0:0:25:5000
-F:ESP_UNDEAD
-D:Sense Undead
-
-A:5:0:0:0:0:25:5000
-F:ESP_EVIL
-D:Sense Evil
-
-A:5:0:0:0:0:25:5000
-F:ESP_ANIMAL
-D:Sense Animals
-
-A:5:0:0:0:0:25:5000
-F:ESP_THUNDERLORD
-D:Sense Thunderlords
-
-A:5:0:0:0:0:25:5000
-F:ESP_GOOD
-D:Sense Good
-
-A:5:0:0:0:0:25:5000
-F:ESP_NONLIVING
-D:Sense Nonliving
-
-A:5:0:0:0:0:25:5000
-F:ESP_UNIQUE
-D:Sense Unique Monsters
-
-A:5:0:0:0:0:25:2000
-F:ESP_SPIDER
-D:Sense Spiders
-
-
-#***************************Activations for artifacts***********************
-# Activations follow all of the rules for artifact flags.
-# except: group number and pval are IGNORED
-# They MUST come after ALL artifact flags in this file!!!
-# There is no way (currently) to require essences...
-#
-# They use a LOWER CASE x: instead of the F: object flag
-#
-# all ACT_ constants are supported, anything else must be coded into init1.c
-# Internally, they are assigned the magic group number of '88'
-# and a NEGATIVE flag number (which is the activation number)
-# Note that although you can use the p: to give activations a plural
-# item description, it will never be used, because pval is forced to 0.
-#
-#A:<Ógnored>:tval:sval:<ignored>:<ignored>:level:xp
-# tval and sval describe the required item, they can be left unspecified
-# for no object, or specify starting with tval for increasingly specific
-# objects.
-#F:object flag to be set
-#D:Description of flag
-#x:Description of activation (instead of description of flag)
-#d:Description of required item
-#p:Description of required item (plural, not used for activations)
-#a:qty:object_flag_to_be_set Essence_name
-
-#define ACT_PET_SUMMON 150
-#define ACT_CURE_PARA 151
-#define ACT_CURE_HALLU 152
-#define ACT_CURE_POIS 153
-#define ACT_CURE_HUNGER 154
-#define ACT_CURE_STUN 155
-#define ACT_CURE_CUTS 156
-#define ACT_CURE_FEAR 157
-#define ACT_CURE_CONF 158
-#define ACT_CURE_BLIND 159
-#define ACT_CURING 160
-#define ACT_ACQUIREMENT 163
-#define ACT_MUT 166
-#define ACT_CURE_INSANITY 167
-#define ACT_CURE_MUT 168
-#define ACT_REST_LIFE 84
-#define ACT_REST_ALL 85
-#define ACT_CURE_LW 81
-#define ACT_CURE_MW 82
-#define ACT_CURE_POISON 83
-#define ACT_CURE_700 86
-#define ACT_CURE_1000 87
-
-#define ACT_LIGHT 111
-
-#define ACT_SUNLIGHT 1
-A:0:70:15:0:0:40:40000
-x:SUNLIGHT
-D:Sunlight
-d:Brass Lantern
-
-#define ACT_MAP_LIGHT 112
-#define ACT_DETECT_ALL 113
-#define ACT_DETECT_XTRA 114
-#define ACT_ID_FULL 115
-#define ACT_ID_PLAIN 116
-
-#define ACT_GROW_MOLD 197
-
-
-#define ACT_BO_MISS_1 2
-A:0:0:0:0:0:20:4000
-x:BO_MISS_1
-D:Magic Missile (1)
-
-#define ACT_BO_MISS_2 15
-A:0:0:0:0:0:30:300000
-x:BO_MISS_2
-D:Magic Missile (2)
-
-#define ACT_BA_MISS_3 24
-A:0:0:0:0:0:40:400000
-x:BA_MISS_3
-D:Ball of Missiles
-
-#define ACT_BO_ELEC_1 4
-A:0:0:0:0:0:30:300000
-x:BO_ELEC_1
-D:Bolt of Lightning
-
-#define ACT_BA_ELEC_2 12
-A:0:0:0:0:0:30:300000
-x:BA_ELEC_2
-D:Ball of Lightning
-
-#define ACT_BA_ELEC_3 18
-A:0:0:0:0:0:35:350000
-x:BA_ELEC_3
-D:Ball of Lightning(2)
-
-#define ACT_BA_ELEC_H 172
-A:0:0:0:0:0:40:400000
-x:BA_ELEC_H
-D:Ball of Lightning(3)
-
-#define ACT_BA_ELEC_4 183
-A:0:0:0:0:0:40:400000
-x:BA_ELEC_4
-D:Ball of Lightning(4)
-
-#define ACT_BR_ELEC 184
-A:0:0:0:0:0:45:450000
-x:BR_ELEC
-D:Breathe Lightning
-
-#define ACT_BO_ACID_1 5
-#define ACT_BA_COLD_1 8
-#define ACT_BA_ACID_H 173
-#define ACT_BA_ACID_4 182
-#define ACT_BR_ACID 187
-#define ACT_BO_COLD_1 6
-#define ACT_BA_COLD_2 11
-#define ACT_BA_COLD_3 17
-#define ACT_BA_COLD_H 171
-#define ACT_BA_COLD_4 180
-#define ACT_BR_COLD 185
-#define ACT_BO_FIRE_1 7
-#define ACT_BA_FIRE_1 9
-#define ACT_BA_FIRE_2 16
-#define ACT_BA_FIRE_H 170
-#define ACT_BA_FIRE_4 181
-#define ACT_BR_FIRE 186
-#define ACT_BA_POIS_1 3
-#define ACT_BA_POIS_4 179
-#define ACT_BR_POIS 188
-#define ACT_BR_MANY 189
-#define ACT_BR_CONF 190
-#define ACT_BR_SOUND 191
-#define ACT_BR_CHAOS 192
-#define ACT_BR_SHARD 193
-#define ACT_BR_BALANCE 194
-#define ACT_BR_LIGHT 195
-#define ACT_BR_POWER 196
-#define ACT_ROCKET 22
-A:0:0:0:0:0:50:40000
-x:ROCKET
-D:Fire a Rocket
-
-#define ACT_JUMP 177
-#define ACT_WHIRLWIND 19
-#define ACT_CALL_CHAOS 21
-#define ACT_DISP_EVIL 23
-#define ACT_DISP_GOOD 25
-#define ACT_DAWN 61
-#define ACT_CHARM_ANIMAL 65
-#define ACT_CHARM_UNDEAD 66
-#define ACT_CHARM_OTHER 67
-#define ACT_CHARM_ANIMALS 68
-#define ACT_CHARM_OTHERS 69
-#define ACT_SUMMON_ANIMAL 70
-#define ACT_SUMMON_PHANTOM 71
-#define ACT_SUMMON_ELEMENTAL 72
-#define ACT_SUMMON_DEMON 73
-#define ACT_SUMMON_UNDEAD 74
-#define ACT_RUNE_EXPLO 117
-#define ACT_RUNE_PROT 118
-#define ACT_SATIATE 119
-#define ACT_DEST_DOOR 120
-#define ACT_STONE_MUD 121
-#define ACT_RECHARGE 122
-#define ACT_ALCHEMY 123
-#define ACT_DIM_DOOR 124
-#define ACT_TELEPORT 125
-#define ACT_RECALL 126
-
-#define ACT_SPIN 174
-#define ACT_NOLDOR 175
-#define ACT_SPECTRAL 176
-#define ACT_DEST_TELE 178
-#define ACT_DRAIN_1 10
-#define ACT_DRAIN_2 13
-#define ACT_VAMPIRE_1 14
-#define ACT_VAMPIRE_2 20
-#define ACT_GILGALAD 26
-#define ACT_CELEBRIMBOR 27
-#define ACT_SKULLCLEAVER 28
-#define ACT_HARADRIM 29
-#define ACT_FUNDIN 30
-#define ACT_EOL 31
-#define ACT_UMBAR 32
-#define ACT_NUMENOR 33
-#define ACT_KNOWLEDGE 34
-#define ACT_UNDEATH 35
-#define ACT_THRAIN 36
-#define ACT_BARAHIR 37
-#define ACT_TULKAS 38
-#define ACT_NARYA 39
-#define ACT_NENYA 40
-#define ACT_VILYA 41
-#define ACT_POWER 42
-#define ACT_STONE_LORE 43
-#define ACT_RAZORBACK 44
-#define ACT_BLADETURNER 45
-#define ACT_MEDIATOR 46
-#define ACT_BELEGENNON 47
-#define ACT_GORLIM 48
-#define ACT_COLLUIN 49
-#define ACT_BELANGIL 50
-#define ACT_CONFUSE 51
-#define ACT_SLEEP 52
-#define ACT_QUAKE 53
-#define ACT_TERROR 54
-#define ACT_TELE_AWAY 55
-#define ACT_BANISH_EVIL 56
-#define ACT_GENOCIDE 57
-#define ACT_MASS_GENO 58
-#define ACT_ANGUIREL 59
-#define ACT_ERU 60
-#define ACT_FIRESTAR 62
-#define ACT_TURMIL 63
-#define ACT_CUBRAGOL 64
-#define ACT_ELESSAR 75
-#define ACT_GANDALF 76
-#define ACT_MARDA 77
-#define ACT_PALANTIR 78
-#define ACT_ROBINTON 79
-#define ACT_PIEMUR 80
-#define ACT_MENOLLY 88
-#define ACT_EREBOR 89
-#define ACT_DRUEDAIN 90
-#define ACT_ESP 91
-#define ACT_BERSERK 92
-#define ACT_PROT_EVIL 93
-#define ACT_RESIST_ALL 94
-#define ACT_SPEED 95
-#define ACT_XTRA_SPEED 96
-#define ACT_WRAITH 97
-#define ACT_INVULN 98
-#define ACT_ROHAN 99
-#define ACT_HELM 100
-#define ACT_BOROMIR 101
-#define ACT_HURIN 102
-#define ACT_AXE_GOTHMOG 103
-#define ACT_MELKOR 104
-#define ACT_GROND 105
-#define ACT_NATUREBANE 106
-#define ACT_NIGHT 107
-#define ACT_ORCHAST 108
-
-#define ACT_DEATH 127
-#define ACT_RUINATION 128
-#define ACT_DESTRUC 129
-#define ACT_UNINT 130
-#define ACT_UNSTR 131
-#define ACT_UNCON 132
-#define ACT_UNCHR 133
-#define ACT_UNDEX 134
-#define ACT_UNWIS 135
-#define ACT_STATLOSS 136
-#define ACT_HISTATLOSS 137
-#define ACT_EXPLOSS 138
-#define ACT_HIEXPLOSS 139
-#define ACT_SUMMON_MONST 140
-#define ACT_PARALYZE 141
-#define ACT_HALLU 142
-#define ACT_POISON 143
-#define ACT_HUNGER 144
-#define ACT_STUN 145
-#define ACT_CUTS 146
-#define ACT_PARANO 147
-#define ACT_CONFUSION 148
-#define ACT_BLIND 149
-#define ACT_DARKNESS 161
-#define ACT_LEV_TELE 162
-#define ACT_WEIRD 164
-#define ACT_AGGRAVATE 165
-#define ACT_LIGHT_ABSORBTION 169
-#define ACT_MUSIC 200
-
-
-#***************************Amulets***********************
-
-#SV_AMULET_ADORNMENT
-I:40:2:4:DARKNESS
-
-#SV_AMULET_BRILLANCE
-I:40:6:1:KNOWLEDGE
-I:40:6:2:CONFUSION
-
-#SV_AMULET_CHARISMA
-I:40:7:4:DARKNESS
-
-#SV_AMULET_DEVOTION
-I:40:25:1:MAGIC
-I:40:25:2:CONFUSION
-I:40:25:8:KNOWLEDGE
-
-#SV_AMULET_ESP
-I:40:22:4:KNOWLEDGE
-
-#SV_AMULET_INFRA
-I:40:26:1:LITE
-
-#SV_AMULET_NO_MAGIC
-I:40:13:4:MAGIC
-
-#SV_AMULET_NO_TELE
-I:40:14:8:TELEPORT
-
-#SV_AMULET_REFLECTION
-I:40:9:10:FORCE
-I:40:9:10:MANA
-
-#SV_AMULET_REGENERATION
-I:40:30:4:LIFE
-
-#SV_AMULET_RESISTANCE
-I:40:15:4:ACID
-I:40:15:4:COLD
-I:40:15:4:FIRE
-I:40:15:4:LIGHTNING
-
-#SV_AMULET_RESIST_ACID
-I:40:4:4:ACID
-
-#SV_AMULET_RESIST_ELEC
-I:40:29:4:LIGHTNING
-
-#SV_AMULET_SEARCHING
-I:40:5:4:KNOWLEDGE
-I:40:5:4:LITE
-
-#SV_AMULET_SERPENT
-I:40:17:1:MANA
-I:40:17:4:ACID
-
-#SV_AMULET_SLOW_DIGEST
-I:40:3:4:LIFE
-
-#SV_AMULET_SUSTENANCE
-I:40:21:8:LIFE
-
-#SV_AMULET_TELEPORT
-I:40:1:8:TELEPORT
-
-#SV_AMULET_THE_MAGI
-I:40:8:1:MAGIC
-I:40:8:4:KNOWLEDGE
-
-#SV_AMULET_TRICKERY
-#I:40:23:1:MAGIC
-I:40:23:8:CONFUSION
-
-#SV_AMULET_WEAPONMASTERY
-I:40:24:12:EXPLOSION
-I:40:24:1:MAGIC
-
-#SV_AMULET_WISDOM
-I:40:28:1:KNOWLEDGE
-I:40:28:2:CONFUSION
-
-#*********Potions******************************
-#Note that these first few potions are the ones which
-#can be thrown for much damage, and are thus an integral part of
-#the alchemist's arsenal.
-
-#SV_POTION_DETONATIONS
-I:71:22:6:EXPLOSION
-
-#SV_POTION_DEATH
-I:71:23:10:LIFE
-
-#SV_POTION_RUINATION
-I:71:15:5:DARKNESS
-
-#SV_POTION_APPLE_JUICE
-I:71:1:1:LIFE
-
-#SV_POTION_AUGMENTATION
-I:71:55:16:POISON
-I:71:55:24:CONFUSION
-I:71:55:6:MAGIC
-I:71:55:8:EXPLOSION
-I:71:55:16:LIFE
-I:71:55:8:LIGHTNING
-I:71:55:16:DARKNESS
-
-#SV_POTION_BESERK_STRENGTH
-I:71:33:1:FIRE
-
-#SV_POTION_BLINDNESS
-I:71:7:1:DARKNESS
-
-#SV_POTION_BOLDNESS
-I:71:28:1:LITE
-
-#SV_POTION_CONFUSION
-I:71:9:1:CONFUSION
-
-#SV_POTION_CURE_CRITICAL
-I:71:36:4:LIFE
-
-#SV_POTION_CURE_LIGHT
-I:71:34:1:LIFE
-
-#SV_POTION_CURE_SERIOUS
-I:71:35:2:LIFE
-
-#SV_POTION_CURING
-I:71:61:1:LIFE
-
-#SV_POTION_DEC_CHR
-I:71:21:1:MANA
-I:71:21:8:DARKNESS
-I:71:21:8:CONFUSION
-
-#SV_POTION_DEC_CON
-I:71:20:1:MANA
-I:71:20:8:LIFE
-I:71:20:8:POISON
-
-#SV_POTION_DEC_DEX
-I:71:19:1:MANA
-I:71:19:8:LIGHTNING
-I:71:19:8:DARKNESS
-
-#SV_POTION_DEC_INT
-I:71:17:1:MANA
-I:71:17:8:CONFUSION
-I:71:17:8:KNOWLEDGE
-
-#SV_POTION_DEC_STR
-I:71:16:1:MANA
-I:71:16:8:EXPLOSION
-I:71:16:8:POISON
-
-#SV_POTION_DEC_WIS
-I:71:18:1:MANA
-I:71:18:8:CONFUSION
-I:71:18:8:LIFE
-
-#SV_POTION_DETECT_INVIS
-I:71:25:1:DARKNESS
-I:71:25:1:LITE
-
-#SV_POTION_ENLIGHTENMENT
-I:71:56:8:KNOWLEDGE
-
-#SV_POTION_EXPERIENCE
-I:71:59:30:EXTRALIFE
-
-#SV_POTION_HEALING
-I:71:37:1:EXTRALIFE
-
-#SV_POTION_HEROISM
-I:71:32:1:COLD
-
-#SV_POTION_INC_CHR
-I:71:53:1:MAGIC
-I:71:53:8:DARKNESS
-I:71:53:8:CONFUSION
-
-#SV_POTION_INC_CON
-I:71:52:1:MAGIC
-I:71:52:8:LIFE
-I:71:52:8:POISON
-
-#Potion of Slow Poison
-I:71:26:1:POISON
-
-#Potion of Cure Poison
-I:71:27:2:POISON
-
-#Potion of Poison
-I:71:6:1:POISON
-
-#SV_POTION_INC_DEX
-I:71:51:1:MAGIC
-I:71:51:8:LIGHTNING
-I:71:51:8:DARKNESS
-
-#SV_POTION_INC_INT
-I:71:49:1:MAGIC
-I:71:49:8:KNOWLEDGE
-I:71:49:8:CONFUSION
-
-#SV_POTION_INC_STR
-I:71:48:1:MAGIC
-I:71:48:8:EXPLOSION
-I:71:48:8:POISON
-
-#SV_POTION_INC_WIS
-I:71:50:1:MAGIC
-I:71:50:8:CONFUSION
-I:71:50:8:LIFE
-
-#SV_POTION_INFRAVISION
-I:71:24:1:LITE
-
-#SV_POTION_INVIS
-I:71:8:4:DARKNESS
-
-#SV_POTION_INVULNERABILITY
-I:71:62:10:FORCE
-I:71:62:4:MAGIC
-
-#SV_POTION_LIFE
-I:71:39:8:EXTRALIFE
-
-#SV_POTION_LOSE_MEMORIES
-I:71:13:20:DARKNESS
-
-#SV_POTION_MUTATION
-I:71:10:12:CHAOS
-
-#SV_POTION_NEW_LIFE
-I:71:63:16:EXTRALIFE
-
-#SV_POTION_RESISTANCE
-I:71:60:2:ACID
-I:71:60:2:COLD
-I:71:60:2:FIRE
-I:71:60:2:LIGHTNING
-
-#SV_POTION_RESIST_COLD
-I:71:31:1:COLD
-
-#SV_POTION_RESIST_HEAT
-I:71:30:1:FIRE
-
-#SV_POTION_RESTORE_EXP
-I:71:41:8:LIFE
-I:71:41:3:KNOWLEDGE
-
-#SV_POTION_RESTORE_MANA
-I:71:40:12:MANA
-
-#SV_POTION_RES_CHR
-I:71:47:12:LIFE
-
-#SV_POTION_RES_CON
-I:71:46:12:LIFE
-
-#SV_POTION_RES_DEX
-I:71:45:12:LIFE
-
-#SV_POTION_RES_INT
-I:71:43:12:LIFE
-
-#SV_POTION_RES_STR
-I:71:42:12:LIFE
-
-#SV_POTION_RES_WIS
-I:71:44:12:LIFE
-
-#SV_POTION_SALT_WATER
-I:71:5:1:LIGHTNING
-
-#SV_POTION_SELF_KNOWLEDGE
-I:71:58:2:KNOWLEDGE
-
-#SV_POTION_SLEEP
-I:71:11:1:MANA
-
-#SV_POTION_SLIME_MOLD
-I:71:2:1:LIFE
-
-#SV_POTION_SLOWNESS
-I:71:4:1:MANA
-
-#SV_POTION_SPEED
-I:71:29:1:TIME
-
-#SV_POTION_STAR_ENLIGHTENMENT
-I:71:57:12:KNOWLEDGE
-
-#SV_POTION_STAR_HEALING
-I:71:38:4:EXTRALIFE
-
-#SV_POTION_WATER
-I:71:0:1:LIFE
-
-#********************************Potion 2*********************************
-
-#SV_POTION2_MIMIC 1
-I:72:1:2:LIFE
-#SV_POTION2_CURE_LIGHT_SANITY 14
-I:72:14:1:CONFUSION
-I:72:14:1:DARKNESS
-#SV_POTION2_CURE_SERIOUS_SANITY 15
-I:72:15:2:CONFUSION
-I:72:15:2:DARKNESS
-#SV_POTION2_CURE_CRITICAL_SANITY 16
-I:72:16:4:CONFUSION
-I:72:16:4:DARKNESS
-#SV_POTION2_CURE_SANITY 17
-I:72:17:8:CONFUSION
-I:72:17:8:DARKNESS
-#SV_POTION2_CURE_WATER 18
-#I:72:18:4:EXPLOSION
-#I:72:18:4:POISON
-#I:72:18:2:EXTRALIFE
-
-#************Rod Tips.****************************
-
-#SV_ROD_ACID_BALL
-I:66:24:1:MAGIC
-I:66:24:8:ACID
-
-#SV_ROD_ACID_BOLT
-I:66:20:4:ACID
-
-#SV_ROD_COLD_BALL
-I:66:27:1:MAGIC
-I:66:27:8:COLD
-
-#SV_ROD_COLD_BOLT
-I:66:23:4:COLD
-
-#SV_ROD_CURING
-I:66:8:3:LIFE
-
-#SV_ROD_DETECTION
-I:66:6:8:KNOWLEDGE
-
-#SV_ROD_DETECT_DOOR
-I:66:1:1:KNOWLEDGE
-
-#SV_ROD_DETECT_TRAP
-I:66:29:1:KNOWLEDGE
-
-#SV_ROD_DISARMING
-I:66:14:4:TELEPORT
-
-#SV_ROD_DRAIN_LIFE
-I:66:18:10:LIFE
-
-#SV_ROD_ELEC_BALL
-I:66:25:1:MAGIC
-I:66:25:8:LIGHTNING
-
-#SV_ROD_ELEC_BOLT
-I:66:21:4:LIGHTNING
-
-#SV_ROD_FIRE_BALL
-I:66:26:1:MAGIC
-I:66:26:8:FIRE
-
-#SV_ROD_FIRE_BOLT
-I:66:22:4:FIRE
-
-#SV_ROD_HAVOC
-I:66:28:5:CHAOS
-
-#SV_ROD_HEALING
-I:66:9:4:EXTRALIFE
-
-#SV_ROD_IDENTIFY
-I:66:2:4:MANA
-I:66:2:4:KNOWLEDGE
-
-#SV_ROD_ILLUMINATION
-I:66:4:4:LITE
-
-#SV_ROD_LITE
-I:66:15:1:LITE
-
-#SV_ROD_MAPPING
-I:66:5:1:KNOWLEDGE
-I:66:5:8:LITE
-
-#SV_ROD_POLYMORPH
-I:66:19:1:CHAOS
-
-#SV_ROD_PROBING
-I:66:7:20:KNOWLEDGE
-I:66:7:3:MANA
-
-#SV_ROD_RECALL
-I:66:3:3:FORCE
-I:66:3:9:TELEPORT
-
-#SV_ROD_RESTORATION
-I:66:10:30:LIFE
-
-#SV_ROD_SLEEP_MONSTER
-I:66:16:1:MANA
-
-#SV_ROD_SLOW_MONSTER
-I:66:17:1:TIME
-
-#SV_ROD_SPEED
-I:66:11:10:TIME
-
-#SV_ROD_TELEPORT_AWAY
-I:66:13:8:TELEPORT
-
-#**************************Scrolls ********************
-
-#SV_SCROLL_ACQUIREMENT
-I:70:46:10:MAGIC
-
-#SV_SCROLL_ARTIFACT
-I:70:52:99:MAGIC
-
-#SV_SCROLL_BLESSING
-I:70:33:1:LIFE
-
-#SV_SCROLL_CHAOS
-I:70:50:2:CHAOS
-
-#SV_SCROLL_DARKNESS
-I:70:0:1:DARKNESS
-
-#SV_SCROLL_DETECT_DOOR
-I:70:29:1:KNOWLEDGE
-
-#SV_SCROLL_DETECT_GOLD
-I:70:26:1:KNOWLEDGE
-
-#SV_SCROLL_DETECT_INVIS
-I:70:30:1:DARKNESS
-I:70:30:1:KNOWLEDGE
-
-#SV_SCROLL_DETECT_ITEM
-I:70:27:2:KNOWLEDGE
-
-#SV_SCROLL_DETECT_TRAP
-I:70:28:1:KNOWLEDGE
-
-#SV_SCROLL_DISPEL_UNDEAD
-I:70:42:1:EXTRALIFE
-
-#SV_SCROLL_ENCHANT_ARMOR
-I:70:16:3:EXPLOSION
-
-#SV_SCROLL_ENCHANT_WEAPON_PVAL
-I:70:19:10:MAGIC
-
-#SV_SCROLL_ENCHANT_WEAPON_TO_DAM
-I:70:18:3:EXPLOSION
-
-#SV_SCROLL_ENCHANT_WEAPON_TO_HIT
-I:70:17:3:LITE
-
-#SV_SCROLL_FIRE
-I:70:48:1:FIRE
-
-#SV_SCROLL_GENOCIDE
-I:70:44:1:FORCE
-I:70:44:5:DARKNESS
-
-#SV_SCROLL_HOLY_CHANT
-I:70:34:2:LIFE
-
-#SV_SCROLL_HOLY_PRAYER
-I:70:35:3:LIFE
-
-#SV_SCROLL_ICE
-I:70:49:1:COLD
-
-#SV_SCROLL_IDENTIFY
-I:70:12:1:KNOWLEDGE
-
-#SV_SCROLL_LIGHT
-I:70:24:1:LITE
-
-#SV_SCROLL_MAPPING
-I:70:25:2:KNOWLEDGE
-I:70:25:5:LITE
-
-#SV_SCROLL_MASS_GENOCIDE
-I:70:45:1:FORCE
-I:70:45:30:DARKNESS
-
-#SV_SCROLL_MONSTER_CONFUSION
-I:70:36:1:CONFUSION
-
-#SV_SCROLL_PHASE_DOOR
-I:70:8:1:TELEPORT
-
-#SV_SCROLL_PROTECTION_FROM_EVIL
-I:70:37:1:MANA
-I:70:37:9:LIFE
-
-#SV_SCROLL_RECHARGING
-I:70:22:4:LIGHTNING
-
-#SV_SCROLL_REMOVE_CURSE
-I:70:14:1:LIFE
-
-#SV_SCROLL_RESET_RECALL
-I:70:23:1:FORCE
-
-#SV_SCROLL_RUMOR
-I:70:51:1:LIGHTNING
-
-#SV_SCROLL_RUNE_OF_PROTECTION
-I:70:38:1:EXTRALIFE
-I:70:38:6:FORCE
-
-#SV_SCROLL_SATISFY_HUNGER
-I:70:32:1:LIFE
-
-#SV_SCROLL_STAR_ACQUIREMENT
-I:70:47:20:MAGIC
-
-#SV_SCROLL_STAR_DESTRUCTION
-I:70:41:12:FORCE
-
-#SV_SCROLL_STAR_ENCHANT_ARMOR
-I:70:20:9:EXPLOSION
-
-#SV_SCROLL_STAR_ENCHANT_WEAPON
-I:70:21:9:EXPLOSION
-I:70:21:9:LITE
-
-#SV_SCROLL_STAR_IDENTIFY
-I:70:13:1:MAGIC
-I:70:13:20:KNOWLEDGE
-
-#SV_SCROLL_STAR_REMOVE_CURSE
-I:70:15:1:EXTRALIFE
-
-#SV_SCROLL_TELEPORT
-I:70:9:1:TELEPORT
-
-#SV_SCROLL_TELEPORT_LEVEL
-I:70:10:5:TELEPORT
-
-#SV_SCROLL_TRAP_CREATION
-I:70:7:1:CONFUSION
-I:70:7:1:TELEPORT
-
-#SV_SCROLL_TRAP_DOOR_DESTRUCTION
-I:70:39:1:FORCE
-
-#SV_SCROLL_WORD_OF_RECALL
-I:70:11:1:FORCE
-I:70:11:3:TELEPORT
-
-#***************************Staves************************
-
-#Globe of Light
-I:55:3:1:LITE
-#Fiery Shield
-I:55:4:2:FIRE
-I:55:4:1:MANA
-#Remove Curse
-I:55:5:2:LIFE
-#Wings of Winds
-I:55:6:1:FORCE
-#Shake
-I:55:7:4:FORCE
-#Disarm
-I:55:8:1:FORCE
-I:55:8:1:KNOWLEDGE
-#Teleportation
-I:55:9:1:TELEPORT
-#Probability Travel
-I:55:10:1:MANA
-I:55:10:1:TELEPORT
-#11 Recovery
-I:55:11:1:LIFE
-#12 Healing
-I:55:12:1:EXTRALIFE
-#13 Vision
-I:55:13:1:LITE
-#Identify
-I:55:14:1:KNOWLEDGE
-I:55:14:1:MANA
-#Sense Hidden
-I:55:15:1:KNOWLEDGE
-#Reveal Ways
-I:55:16:1:KNOWLEDGE
-#Sense Monsters
-I:55:17:1:KNOWLEDGE
-#Genocide
-I:55:18:1:FORCE
-I:55:18:5:DARKNESS
-#19 Summon
-I:55:19:1:LIFE
-I:55:19:1:TELEPORT
-#Wish
-I:55:20:99:MAGIC
-#Mana
-I:55:21:1:MANA
-#Sterilize
-I:55:24:1:POISON
-I:55:24:1:MANA
-
-#********************Wands*****************
-
-#MannaThrust
-I:65:3:4:MANA
-
-#FireFlash
-I:65:4:1:FIRE
-
-#FireWall
-I:65:5:4:FIRE
-I:65:5:1:MANA
-
-#Tidal Wave
-I:65:6:1:POISON
-I:65:6:1:ACID
-I:65:6:1:COLD
-
-#Ice Storm
-I:65:7:4:COLD
-I:65:7:1:MANA
-
-#Wand of Noxious Cloud
-I:65:8:1:POISON
-
-#Poison Blood
-I:65:9:2:POISON
-I:65:9:1:LIFE
-
-#Thunderstorm
-I:65:10:4:LIGHTNING
-
-#DIG
-I:65:11:1:FORCE
-
-#Stone Prison
-I:65:12:3:FORCE
-I:65:12:1:MANA
-
-#Strike
-I:65:13:1:FORCE
-#Teleport Away
-I:65:14:1:TELEPORT
-#Summon Animal
-I:65:15:4:LIFE
-I:65:15:1:MANA
-#MageLock
-I:65:16:1:FORCE
-#Slow Monster
-I:65:17:1:MANA
-#Essence of Speed
-I:65:18:1:TIME
-#Banishment
-I:65:19:2:TELEPORT
-#20 Disperse Magic
-I:65:20:4:LIFE
-I:65:20:4:MANA
-#Charm
-I:65:21:1:MANA
-I:65:21:1:LIFE
-#Confuse
-I:65:22:1:CONFUSION
-#Deamon Blade
-I:65:23:1:FORCE
-I:65:23:1:FIRE
-#Heal Monster
-I:65:24:1:LIFE
-#25 Haste Monster
-I:65:25:1:MANA
-
-
-
-#RINGS*********************************************************
-
-#ring of poison resistance
-I:45:20:8:POISON
-
-#Ring of Critical Hits
-I:45:59:8:MANA
-
-#Damage
-I:45:29:1:EXPLOSION
-
-#Slaying
-I:45:30:8:EXPLOSION
-I:45:30:8:LITE
-
-#Sound Resistance
-I:45:42:4:EXPLOSION
-I:45:42:4:LITE
-
-#Shard Resistance
-I:45:44:4:EXPLOSION
-I:45:44:4:TELEPORT
-
-#Flying
-I:45:54:12:TELEPORT
-
-#Extra Attacks
-I:45:49:8:TELEPORT
-I:45:49:4:TIME
-
-#Teleportation
-I:45:4:8:TELEPORT
-
-#Lordly Protection
-I:45:48:4:TELEPORT
-I:45:48:12:LITE
-I:45:48:1:EXTRALIFE
-
-#Ring of Ice
-I:45:19:8:COLD
-
-#Ring of Cold Resistance
-I:45:9:4:COLD
-
-#Ring of Flames
-I:45:18:8:FIRE
-
-#Ring of Fire Resistance
-I:45:8:4:FIRE
-
-#Ring of Acid
-I:45:17:8:ACID
-
-#Ring of Disenchantment Resistance
-I:45:45:8:ACID
-I:45:45:2:CHAOS
-
-#Ring of slow digestion
-I:45:6:4:LIFE
-I:45:6:1:TIME
-
-#ring of confusion resistance
-I:45:43:8:CONFUSION
-
-#Ring of Stupidity
-I:45:3:1:CONFUSION
-
-#Ring of Blindness Resistance
-I:45:47:8:LITE
-
-#Ring of Accuracy
-I:45:28:1:LITE
-
-#Ring of Searching
-I:45:23:4:LITE
-I:45:23:3:KNOWLEDGE
-
-#Ring of Chaos
-I:45:46:8:LITE
-
-#Ring of Light and Darkness Resistance
-I:45:39:8:LITE
-I:45:39:8:DARKNESS
-
-#Ring of Speed
-I:45:31:12:TIME
-
-#ring of Weakness
-I:45:2:1:POISON
-
-#ring of Constitution
-I:45:27:2:POISON
-I:45:27:8:LIFE
-
-#ring of Strength
-I:45:24:1:POISON
-I:45:24:1:EXPLOSION
-
-#Ring of Dexterity
-I:45:26:1:KNOWLEDGE
-I:45:26:1:LIGHTNING
-
-#ring of Sustain Constitution
-I:45:13:1:POISON
-I:45:13:4:LIFE
-I:45:13:1:MANA
-
-#ring of Sustain Strength
-I:45:10:1:POISON
-I:45:10:1:EXPLOSION
-I:45:10:1:MANA
-
-#ring of Sustain Intelligence
-I:45:11:1:CONFUSION
-I:45:11:1:MANA
-
-#ring of Intelligence
-I:45:25:1:CONFUSION
-I:45:25:12:KNOWLEDGE
-
-#Ring of Sustain Wisdom
-I:45:12:1:MANA
-I:45:12:4:CONFUSION
-
-#Ring of Sustain Dexterity
-I:45:14:1:MANA
-I:45:14:1:LIGHTNING
-
-#Ring of Sustain Charisma
-I:45:15:1:MANA
-I:45:15:1:DARKNESS
-
-#Ring of See Invisible
-I:45:22:8:DARKNESS
-
-#Ring of Invisibility
-I:45:53:8:DARKNESS
-
-#Ring of Fear resistance
-I:45:38:1:MAGIC
-
-#Ring of Levitation
-I:45:7:1:MANA
-
-#Ring of Nether Resistance
-I:45:40:1:MANA
-I:45:40:12:LIFE
-
-#Ring of Nexus Resistance
-I:45:41:1:MANA
-
-#Ring of Free Action
-I:45:21:1:FORCE
-
-#Ring of Protection
-I:45:16:10:FORCE
-
-#Ring of Lightning
-I:45:56:12:LIGHTNING
-
-#EGO ITEMS, in order by e_idx
-I:1:1:1:MAGIC },/*of Mana*/
-I:1:2:2:MAGIC },/*of Power*/
-I:1:3:3:MAGIC },/*of Wizardry*/
-I:1:4:2:MAGIC },/*of Spell*/
-I:1:5:4:ACID },/*of Resist Acid*/
-I:1:6:4:LIGHTNING },/*of Resist Lightning*/
-I:1:7:4:FIRE },/*of Resist Fire*/
-I:1:8:4:COLD },/*of Resist Cold*/
-I:1:9:4:ACID },/*of Resistance*/
-I:1:9:4:COLD },/*of Resistance*/
-I:1:9:4:FIRE },/*of Resistance*/
-I:1:9:4:LIGHTNING },/*of Resistance*/
-I:1:10:5:ACID },/*Elven*/
-I:1:10:5:COLD },/*Elven*/
-I:1:10:5:FIRE },/*Elven*/
-I:1:10:5:LIGHTNING },/*Elven*/
-I:1:11:1:MAGIC },/*of Permanence*/
-I:1:11:6:ACID },/*of Permanence*/
-I:1:11:6:COLD },/*of Permanence*/
-I:1:11:6:FIRE },/*of Permanence*/
-I:1:11:6:LIGHTNING },/*of Permanence*/
-I:1:12:1:POISON },/*of Leprousness*/
-I:1:13:3:MAGIC },/*of Immunity*/
-I:1:14:5:MAGIC },/*of Defense*/
-I:1:15:4:TELEPORT },/*of Jumping*/
-I:1:16:4:ACID },/*of Resist Acid*/
-I:1:17:4:LIGHTNING },/*of Resist Lightning*/
-I:1:18:4:FIRE },/*of Resist Fire*/
-I:1:19:4:COLD },/*of Resist Cold*/
-I:1:20:4:ACID },/*of Resistance*/
-I:1:20:4:COLD },/*of Resistance*/
-I:1:20:4:FIRE },/*of Resistance*/
-I:1:20:4:LIGHTNING },/*of Resistance*/
-I:1:21:12:FORCE },/*of Reflection*/
-I:1:22:8:LIGHTNING },/*of Electricity*/
-I:1:23:4:DARKNESS },/*of the Noldor*/
-I:1:24:4:KNOWLEDGE },/*of Intelligence*/
-I:1:25:4:KNOWLEDGE },/*of Wisdom*/
-I:1:26:4:KNOWLEDGE },/*of Beauty*/
-I:1:27:12:KNOWLEDGE },/*of the Magi*/
-I:1:28:12:EXPLOSION },/*of Might*/
-I:1:29:4:MANA },/*of Lordliness*/
-I:1:30:8:KNOWLEDGE },/*of Seeing*/
-I:1:31:1:LITE },/*of Infravision*/
-I:1:32:1:LITE },/*of Light*/
-I:1:33:8:KNOWLEDGE },/*of Telepathy*/
-I:1:34:4:LIFE },/*of Regeneration*/
-I:1:35:4:TELEPORT },/*of Teleportation*/
-I:1:40:8:EXPLOSION },/*Dwarven*/
-I:1:40:8:FIRE },/*Dwarven*/
-I:1:40:8:LIFE },/*Dwarven*/
-I:1:40:8:LITE },/*Dwarven*/
-I:1:40:8:MANA },/*Dwarven*/
-I:1:41:4:FORCE },/*of Protection*/
-I:1:42:4:DARKNESS },/*of Stealth*/
-I:1:43:4:ACID },/*of Aman*/
-I:1:43:4:COLD },/*of Aman*/
-I:1:43:4:DARKNESS },/*of Aman*/
-I:1:43:4:FIRE },/*of Aman*/
-I:1:43:4:LIGHTNING },/*of Aman*/
-I:1:44:8:FIRE },/*of Immolation*/
-I:1:48:8:LIGHTNING },/*of Electricity*/
-I:1:49:1:FORCE },/*of Free Action*/
-I:1:50:4:FORCE },/*of Slaying*/
-I:1:50:4:LITE },/*of Slaying*/
-I:1:51:4:LIGHTNING },/*of Agility*/
-I:1:52:4:EXPLOSION },/*of Power*/
-I:1:54:2:DARKNESS },/*of Charming*/
-I:1:57:3:DARKNESS },/*of Levitation*/
-I:1:58:3:DARKNESS },/*of Stealth*/
-I:1:59:3:DARKNESS },/*of Free Action*/
-I:1:60:5:TIME },/*of Speed*/
-I:1:61:2:DARKNESS },/*of Dwarvish Endurance*/
-I:1:61:2:EXPLOSION },/*of Dwarvish Endurance*/
-I:1:65:4:ACID },/*of Aman*/
-I:1:65:4:COLD },/*of Aman*/
-I:1:65:4:DARKNESS },/*of Aman*/
-I:1:65:4:FIRE },/*of Aman*/
-I:1:65:4:LIGHTNING },/*of Aman*/
-I:1:66:1:MAGIC },/*(Defender)*/
-I:1:66:4:ACID },/*(Defender)*/
-I:1:66:4:COLD },/*(Defender)*/
-I:1:66:4:FIRE },/*(Defender)*/
-I:1:66:4:LIGHTNING },/*(Defender)*/
-I:1:67:8:KNOWLEDGE },/*Blessed*/
-I:1:68:12:LIFE },/*of Greater Life*/
-I:1:68:2:MAGIC },/*of Greater Life*/
-I:1:69:4:DARKNESS },/*of Westernesse*/
-I:1:69:4:EXPLOSION },/*of Westernesse*/
-I:1:69:4:LIGHTNING },/*of Westernesse*/
-I:1:69:4:LITE },/*of Westernesse*/
-I:1:70:2:TIME },/*of Extra Attacks*/
-I:1:71:4:FORCE },/*of Slaying*/
-I:1:71:4:LITE },/*of Slaying*/
-I:1:72:4:EXPLOSION },/*of Spinning*/
-I:1:72:4:LIGHTNING },/*of Spinning*/
-I:1:73:4:ACID },/*Acidic*/
-I:1:74:4:LIGHTNING },/*Shocking*/
-I:1:75:4:FIRE },/*Fiery*/
-I:1:76:4:COLD },/*Frozen*/
-I:1:77:4:POISON },/*Venomous*/
-I:1:78:4:CHAOS },/*Chaotic*/
-I:1:79:4:FORCE },/*Sharp*/
-I:1:80:4:FORCE },/*of Earthquakes*/
-I:1:81:8:CHAOS },/*of Slay Animal*/
-I:1:82:8:CHAOS },/*of Slay Evil*/
-I:1:83:8:CHAOS },/*of Slay Undead*/
-I:1:84:8:CHAOS },/*of Slay Demon*/
-I:1:85:8:CHAOS },/*of Slay Orc*/
-I:1:86:8:CHAOS },/*of Slay Troll*/
-I:1:87:8:CHAOS },/*of Slay Giant*/
-I:1:88:8:CHAOS },/*of Slay Dragon*/
-I:1:89:12:CHAOS },/*of *Slay Animal**/
-I:1:90:12:CHAOS },/*of *Slay Evil**/
-I:1:91:12:CHAOS },/*of *Slay Undead**/
-I:1:92:12:CHAOS },/*of *Slay Demon**/
-I:1:93:12:CHAOS },/*of *Slay Orc**/
-I:1:94:12:CHAOS },/*of *Slay Troll**/
-I:1:95:12:CHAOS },/*of *Slay Giant**/
-I:1:96:12:CHAOS },/*of *Slay Dragon**/
-I:1:97:8:LIFE },/*Vampiric*/
-I:1:98:4:MAGIC },/*(*Defender*)*/
-I:1:98:8:ACID },/*(*Defender*)*/
-I:1:98:8:COLD },/*(*Defender*)*/
-I:1:98:8:FIRE },/*(*Defender*)*/
-I:1:98:8:LIGHTNING },/*(*Defender*)*/
-I:1:98:8:POISON },/*(*Defender*)*/
-I:1:99:12:TELEPORT },/*of the Thunderlords*/
-I:1:100:12:KNOWLEDGE },/*of Gondolin*/
-I:1:100:1:MAGIC },/*of Gondolin*/
-I:1:101:1:FORCE },/*of Digging*/
-I:1:102:12:LIFE },/*Spectral*/
-I:1:102:4:MANA },/*Spectral*/
-I:1:105:1:LITE },/*of Accuracy*/
-I:1:106:2:FORCE },/*of Power*/
-I:1:107:2:FORCE },/*of Extra Might*/
-I:1:108:1:FORCE },/*of Extra Shots*/
-I:1:108:1:LITE },/*of Extra Shots*/
-I:1:108:1:TIME },/*of Extra Shots*/
-I:1:109:2:FORCE },/*of Lothlorien*/
-I:1:109:2:LITE },/*of Lothlorien*/
-I:1:110:2:FORCE },/*of the Haradrim*/
-I:1:110:2:LITE },/*of the Haradrim*/
-I:1:111:2:FORCE },/*of Buckland*/
-I:1:111:2:LITE },/*of Buckland*/
-I:1:112:1:CHAOS },/*of Slay Animal*/
-I:1:113:1:CHAOS },/*of Slay Evil*/
-I:1:114:1:CHAOS },/*of Slay Undead*/
-I:1:115:1:POISON },/*of Venom*/
-I:1:116:1:ACID },/*of Acid*/
-I:1:117:12:ACID },/*Elemental*/
-I:1:117:12:COLD },/*Elemental*/
-I:1:117:12:FIRE },/*Elemental*/
-I:1:117:12:LIGHTNING },/*Elemental*/
-I:1:117:12:POISON },/*Elemental*/
-I:1:118:1:CHAOS },/*of Slay Demon*/
-I:1:119:1:CHAOS },/*of Slay Dragon*/
-I:1:120:1:FORCE },/*of Slaying*/
-I:1:120:1:LITE },/*of Slaying*/
-I:1:121:1:LIGHTNING },/*of Lightning*/
-I:1:121:1:LITE },/*of Lightning*/
-I:1:122:1:FIRE },/*of Flame*/
-I:1:122:1:LITE },/*of Flame*/
-I:1:123:1:COLD },/*of Frost*/
-I:1:123:1:LITE },/*of Frost*/
-I:1:124:1:LIFE },/*of Wounding*/
-I:1:128:2:ACID },/*of the Eldar*/
-I:1:128:2:DARKNESS },/*of the Eldar*/
-I:1:129:2:ACID },/*of Power*/
-I:1:129:2:COLD },/*of Power*/
-I:1:129:2:DARKNESS },/*of Power*/
-I:1:129:2:FIRE },/*of Power*/
-I:1:129:2:LIGHTNING },/*of Power*/
-I:1:130:1:MANA },/*Dragon*/
-I:1:131:1:MANA },/*Capacity of */
-I:1:132:1:LIFE },/*Cheapness of */
-I:1:133:1:TIME },/*Quickness of */
-I:1:134:1:TIME },/*Charging of */
-I:1:135:3:LIFE },/*the Istari of */
-I:1:135:3:MANA },/*the Istari of */
-I:1:135:3:TIME },/*the Istari of */
-I:1:136:1:LITE },/*of Boldness*/
-I:1:137:1:LITE },/*of Fearlessness*/
-I:1:138:2:LITE },/*of Illumination*/
-I:1:139:2:LITE },/*of Brightness*/
-I:1:140:4:LITE },/*of *Brightness**/
-I:1:141:4:DARKNESS },/*of the Shadows*/
-I:1:141:4:LITE },/*of the Shadows*/
-I:1:142:4:DARKNESS },/*of Infravision*/
-I:1:142:4:LITE },/*of Infravision*/
-I:1:143:8:DARKNESS },/*of the Eternal Eye*/
-I:1:144:4:MANA },/*of the Ethereal Eye*/
-I:1:146:4:DARKNESS },/*Dwarven*/
-I:1:146:4:EXPLOSION },/*Dwarven*/
-I:1:146:4:LITE },/*Dwarven*/
-I:1:147:1:MAGIC },/*Indestructible*/
-I:1:147:4:ACID },/*Indestructible*/
-I:1:147:4:COLD },/*Indestructible*/
-I:1:147:4:FIRE },/*Indestructible*/
-I:1:147:4:LIGHTNING },/*Indestructible*/
-I:1:147:4:MANA },/*Indestructible*/
-I:1:149:1:FIRE },/*Fireproof*/
-I:1:163:3:DARKNESS },/*of the Magi*/
-I:1:163:3:KNOWLEDGE },/*of the Magi*/
-I:1:163:3:MANA },/*of the Magi*/
-I:1:166:4:MAGIC },/*of Preservation*/
-I:1:166:4:MANA },/*of Preservation*/
-I:1:167:12:MANA },/*of Serenity*/
-I:1:168:4:DARKNESS },/*of Night and Day*/
-I:1:168:4:LITE },/*of Night and Day*/
-I:1:169:1:TIME },/*of the Magi*/
-I:1:169:8:KNOWLEDGE },/*of the Magi*/
-I:1:170:4:DARKNESS },/*of Invisibility*/
-I:1:171:8:DARKNESS },/*of the Bat*/
-I:1:171:8:TELEPORT },/*of the Bat*/
-I:1:172:4:LIGHTNING },/*of Thievery*/
-I:1:173:4:FORCE },/*of Combat*/
-I:1:174:4:TELEPORT },/*of Stability*/
-I:1:175:4:ACID },/*of Elvenkind*/
-I:1:175:4:COLD },/*of Elvenkind*/
-I:1:175:4:FIRE },/*of Elvenkind*/
-I:1:175:4:LIGHTNING },/*of Elvenkind*/
-I:1:176:1:MAGIC },/*of Fury*/
-I:1:176:4:CHAOS },/*of Fury*/
-I:1:176:4:EXPLOSION },/*of Fury*/
-I:1:176:4:MANA },/*of Fury*/
-I:1:178:8:FORCE },/*Magical*/
-I:1:179:4:KNOWLEDGE },/*Simplicity of */
-I:1:180:1:FIRE },/*of Warmth*/
-I:1:185:12:LIFE },/*of Life*/
-I:1:185:2:MAGIC },/*of Life*/
diff --git a/lib/edit/k_info.txt b/lib/edit/k_info.txt
index 289e00f..5e2e878 100644
--- a/lib/edit/k_info.txt
+++ b/lib/edit/k_info.txt
@@ -4782,13 +4782,6 @@ W:1:0:5:2
A:1/1
P:0:1d1:0:0:0
-N:565:Poison
-G:*:G
-I:4:1:5
-W:0:0:4:2
-A:0/1
-P:0:1d1:0:0:0
-
# wand
N:566:Nothing
G:-:d
@@ -4821,24 +4814,10 @@ A:5/1
P:0:1d1:0:0:0
-# Here comes the Essences (randomly interspersed with other stuff...)
-
-N:570:Explosion
-G:*:G
-I:4:2:50
-W:0:0:4:2
-A:0/1:20/1:40/1:60/1
-P:0:1d1:0:0:0
-
-N:571:Teleport
-G:*:G
-I:4:3:190
-W:0:0:4:2
-A:5/1:20/1:40/1:60/1
-P:0:1d1:0:0:0
-
# Amulet of Nothing
+# FIXME: Could remove "of Nothing" (amulets, rings, rods)
+
N:572:Nothing
G:":d
I:40:16:0
@@ -4859,27 +4838,6 @@ F:NORM_ART | FULL_NAME
D:Quaffing this measure of living blood will imbue your body and soul
D:with the power to escape death one time.
-N:574:Cold
-G:*:G
-I:4:4:200
-W:0:0:4:2
-A:5/1:20/1:40/1:60/1
-P:0:1d1:0:0:0
-
-N:575:Fire
-G:*:G
-I:4:5:200
-W:0:0:4:2
-A:5/1:20/1:40/1:60/1
-P:0:1d1:0:0:0
-
-N:576:Acid
-G:*:G
-I:4:6:200
-W:0:0:4:2
-A:6/1:20/1:40/1:60/1
-P:0:1d1:0:0:0
-
# Mage staffs (for Sorcerers to wield.)
N:577:& Mage Staff~
@@ -4907,29 +4865,6 @@ f:RES_ELEC |
D:This sparkling circlet grants you protection, makes electricity less
D:dangerous and even allows you to call forth a ball of lightning.
-# More essences
-
-N:579:Life
-G:*:G
-I:4:7:300
-W:0:0:4:2
-A:0/1:20/1:40/1:60/1
-P:0:1d1:0:0:0
-
-N:580:Confusion
-G:*:G
-I:4:8:100
-W:0:0:4:2
-A:0/1:20/1:40/1:60/1
-P:0:1d1:0:0:0
-
-N:581:Light
-G:*:G
-I:4:9:60
-W:0:0:4:2
-A:0/1:20/1:40/1:60/1
-P:0:1d1:0:0:0
-
# The Ring of Flare -- see artifact list
N:582:& Ring~
@@ -4950,14 +4885,6 @@ F:FOUNTAIN
D:This magical brew will temporarily hide you from sight, and also attunes you
D:to this state so that your eyes can still perceive your hidden form.
-N:584:Chaos
-G:*:G
-I:4:10:200
-W:20:0:4:2
-A:20/1
-P:0:1d1:0:0:0
-F:ATTR_MULTI
-
# Potion of Corruption
N:585:Corruption
@@ -4980,15 +4907,6 @@ F:INVIS | HIDE_TYPE
f:INVIS |
D:This magical bauble will hide you from sight.
-### Just another essence, to confuse the edit file hackers ;) ###
-
-N:587:Time
-G:*:G
-I:4:11:600
-W:20:0:4:2
-A:20/1:40/1:60/1
-P:0:1d1:0:0:0
-
######### Here are the parchments ########
N:588:Deep Thoughts
@@ -5154,15 +5072,6 @@ D:extra protection.
# XXX 619 -> 639
-# One more essence...
-
-N:640:Magic
-G:*:G
-I:4:12:700
-W:20:0:4:2
-A:30/1:50/1:80/1
-P:0:1d1:0:0:0
-
# Here are the corpses
N:641:corpse
@@ -5602,15 +5511,6 @@ A:16/1
P:0:1d1:0:0:0
F:IGNORE_ACID
-# And, among the runes, one more essence...
-
-N:696:Extra Life
-G:*:G
-I:4:13:900
-W:50:0:4:2
-A:50/1:70/1:90/1
-P:0:1d1:0:0:0
-
# Now, the rest of the runes...
N:697:Undeath
@@ -6053,48 +5953,6 @@ D:A petrified serpent's tongue, hung on a thin chain to be clasped around your n
D:like unto snakes, able to wriggle out of tight corners, impervious to poisons and poisonous
D:yourself.
-# Here comes the new Essences
-
-N:780:Darkness
-G:*:G
-I:4:14:20
-W:0:0:4:1
-A:0/1:20/1:40/1
-P:0:1d1:0:0:0
-D:It's a gem that eats all light that reaches it. It's perfectly black.
-
-N:781:Knowledge
-G:*:G
-I:4:15:100
-W:0:0:4:1
-A:20/1:30/1:70/1
-P:0:1d1:0:0:0
-D:It's a blue gem with countless formulae scribbled on it.
-
-N:782:Force
-G:*:G
-I:4:16:180
-W:0:0:4:1
-A:10/1:40/1
-P:0:1d1:0:0:0
-D:It's a green gem that can barely contain the forces in it.
-
-N:783:Lightning
-G:*:G
-I:4:17:200
-W:0:0:4:1
-A:28/1
-P:0:1d1:0:0:0
-D:It's a white gem. Inside you see lightning rage.
-
-N:784:Mana
-G:*:G
-I:4:18:400
-W:0:0:4:1
-A:45/2
-P:0:1d1:0:0:0
-D:It's an everchanging gem. You feel the magic throbbing through it.
-
# The Nine Rings for mortal men doomed to die! When a Nazgul is
# destroyed, it drops a Ring of Power with random powers.
diff --git a/lib/edit/misc.txt b/lib/edit/misc.txt
index 08e35c1..b2471a0 100644
--- a/lib/edit/misc.txt
+++ b/lib/edit/misc.txt
@@ -33,9 +33,6 @@ M:V:108
# Maximum number of terrain features in f_info.txt
M:F:256
-# Maximum number of alchemist recipes
-M:a:1000
-
# Maximum number of artifacts in a_info.txt
M:A:219
diff --git a/lib/edit/p_info.txt b/lib/edit/p_info.txt
index 69e87ac..9da685d 100644
--- a/lib/edit/p_info.txt
+++ b/lib/edit/p_info.txt
@@ -342,35 +342,6 @@ C:a:k:+0:-150:Magic-Device
C:a:O:23:4:1d1
C:a:O:111:50:1d1
-C:a:N:Alchemist
-C:a:D:Alchemists can quickly create powerful magic items through the correct use
-C:a:D:of the essences of magic they can extract from magical objects.
-C:a:k:+2000:+0:Magic
-C:a:k:+0:-600:Spell-power
-C:a:k:+0:-600:Necromancy
-C:a:k:+0:-600:Thaumaturgy
-C:a:k:+0:+250:Spirituality
-C:a:k:+0:+500:Combat
-C:a:k:+0:+200:Weaponmastery
-C:a:k:-1000:-600:Mana
-C:a:k:+0:-600:Fire
-C:a:k:+0:-600:Water
-C:a:k:+0:-600:Air
-C:a:k:+0:-600:Earth
-C:a:k:+0:-600:Conveyance
-C:a:k:+0:-600:Nature
-C:a:k:+0:-600:Temporal
-C:a:k:+0:-200:Divination
-C:a:k:+0:-200:Meta
-C:a:k:+0:-600:Mind
-C:a:k:+1000:+800:Alchemy
-C:a:k:+0:+50:Magic-Device
-C:a:O:31:1:1d1
-C:a:O:4:2:6d1
-C:a:O:2:1:1d1
-C:a:O:23:4:1d1
-C:a:G:EXPERIMENTAL
-
C:N:2:Archer
C:D:0:'Kill them before they see you' could be the motto of the archer class.
C:D:0:As deadly with a bow as a warrior is with a sword.
diff --git a/lib/edit/s_info.txt b/lib/edit/s_info.txt
index 5e41fe9..b511e06 100644
--- a/lib/edit/s_info.txt
+++ b/lib/edit/s_info.txt
@@ -371,11 +371,6 @@ I:1000
F:RANDOM_GAIN
G:80
-N:39:Alchemy
-D:Ability to use essences to modify/create magic items
-A:5:Use Alchemy
-I:1000
-
# Antimagic exclude all magic
E:Magic-Device:Antimagic
E:Mana:Antimagic
@@ -526,7 +521,6 @@ T:Magic:Demonology
T:Magic:Necromancy
T:Magic:Runecraft
T:Magic:Thaumaturgy
-T:Magic:Alchemy
T:Geomancy:Fire
T:Geomancy:Water
diff --git a/lib/help/ability.txt b/lib/help/ability.txt
index 175d674..17d89db 100644
--- a/lib/help/ability.txt
+++ b/lib/help/ability.txt
@@ -27,11 +27,15 @@ playable, and maybe even powerful enough to win the game!
Here follows a list of all the available abilities:
-*****ability.txt*02[Spread blows] *****ability.txt*03[Tree walking]
-*****ability.txt*04[Perfect casting] *****ability.txt*05[Extra Max Blow(1)]
-*****ability.txt*06[Extra Max Blow(2)] *****ability.txt*07[Ammo creation]
-*****ability.txt*08[Touch of death] *****ability.txt*09[Artifact Creation]
-*****ability.txt*10[Far reaching attack] *****ability.txt*11[Trapping]
+*****ability.txt*02[Spread blows]
+*****ability.txt*03[Tree walking]
+*****ability.txt*04[Perfect casting]
+*****ability.txt*05[Extra Max Blow(1)]
+*****ability.txt*06[Extra Max Blow(2)]
+*****ability.txt*07[Ammo creation]
+*****ability.txt*08[Touch of death]
+*****ability.txt*10[Far reaching attack]
+*****ability.txt*11[Trapping]
*****ability.txt*12[Undead Form]
~~~~~02|Abilities|Spread blows
@@ -84,12 +88,6 @@ for that kill.
You must activate this from your 'm' menu.
#####UPrereq: Necromancy skill@50, Combat skill@40, DEX@30, STR@30
#####rCost: 15
-~~~~~09|Abilities|Artifact Creation
-[[[[[BArtifact Creation]
-In combination with a high alchemy skill this ability will let you
-design your very own artifacts.
-Prereq: Alchemy@40, INT@35, WIS@35
-#####rCost: 70
~~~~~10|Abilities|Far reaching attack
[[[[[BFar reaching attack]
You can attack an enemy one square far using a long polearm.
diff --git a/lib/help/automat.txt b/lib/help/automat.txt
index bf6478f..0ba56d1 100644
--- a/lib/help/automat.txt
+++ b/lib/help/automat.txt
@@ -25,10 +25,9 @@ things providing you are of a certain level.
#####GSounds quite cool, but wha...
STOP RIGHT THERE! I haven't finished yet! Let's look at some other examples.
Most of the time, scrolls of darkness are pretty useless. Unless you are a
-vampire, or an alchemist, right? So you might think it was no good to add
-auto-destroy of scrolls of darkness to the automatizer. But you'd be wrong, for
-you can add rules that are dependent on certain conditions, like that you are
-of a certain race, or class.
+vampire, right? So you might think it was no good to add auto-destroy of scrolls
+of darkness to the automatizer. But you'd be wrong, for you can add rules that
+are dependent on certain conditions, like that you are of a certain race, or class.
#####GHey this is sounding good. What if it destroys my artifacts?
It can't. Artifacts can never be destroyed, by the automatizer. However, watch
diff --git a/lib/help/birth.txt b/lib/help/birth.txt
index 00b1a92..990b5eb 100644
--- a/lib/help/birth.txt
+++ b/lib/help/birth.txt
@@ -240,7 +240,7 @@ Paladin. For the first few adventures it is suggested that you run a warrior
or rogue. Spell casting generally requires a more experienced player that is
familiar with survival techniques.
- *****c_alchem.txt*0[Alchemist] *****c_mage.txt*0[Mage] *****c_rogue.txt*0[Rogue]
+ *****c_mage.txt*0[Mage] *****c_rogue.txt*0[Rogue]
*****c_archer.txt*0[Archer] *****c_mimic.txt*0[Mimic] *****c_runecr.txt*0[Runecrafter]
*****c_assass.txt*0[Assassin] *****c_mindcr.txt*0[Mindcrafter] *****c_sorcer.txt*0[Sorceror]
*****c_axemas.txt*0[Axemaster] *****c_monk.txt*0[Monk] *****c_summon.txt*0[Summoner]
@@ -504,7 +504,6 @@ are listed in the following table.
Unbeliever +5 -2 -2 +2 +2 -1
Warrior +5 -2 -2 +2 +2 -1
- Alchemist -5 +3 0 +1 -2 +1
Geomancer -5 +3 0 +1 -2 +1
Mage -5 +3 0 +1 -2 +1
Necromancer -5 +3 0 +1 -2 +1
diff --git a/lib/help/c_alchem.txt b/lib/help/c_alchem.txt
deleted file mode 100644
index 2f7cd58..0000000
--- a/lib/help/c_alchem.txt
+++ /dev/null
@@ -1,135 +0,0 @@
-|||||oy
-~~~~~01|Alchemist
-~~~~~02|Classes|Alchemist
-#####R=== Alchemists ===
-
-#####GDescription
-Alchemists are the only class that can harness the abilities of the
-essences found in the dungeon. They can add these essences to staves,
-rings, wands, rods, and sometimes weapons and armour to create new items
-or recharge old ones. They can also extract essences from magical items
-they find. Using these abilities, Alchemists can get very good items at
-low levels. The trouble is getting them to survive later on.
-
-Alchemists are extremely proficient with all kinds of magical devices,
-and have made a fine art of extracting, storing, and using these
-objects' magical energies. Because they neither fight well nor cast
-powerful spells, Alchemists rely on their craftsmanship to cope with
-the dangers of the dungeons. They will quickly learn to create damage-
-dealing wands, rods, and staffs, forge powerful weapons and armour,
-make highly useful objects of other kinds, and eventually, at great cost
-to other knowledge, they can learn the perilous art of artifact creation
-itself.
-
-#####GStarting Stat Modifiers
-Strength -5
-Intelligence +3
-Wisdom +0
-Dexterity +1
-Constitution -2
-Charisma +1
-Hit Die +d0
-Spell Points +0%
-Exp Penalty 30%
-
-#####GStarting Skills:
-#####BSkill Start Level Skill Point Gains
-Combat 1.000 [0.700]
- Weaponmastery 0.700 [0.700]
-Sneakiness 1.000 [0.900]
- Stealth 0.000 [0.400]
-Magic 3.000 [0.900]
- Magic-Device 1.000 [1.250]
- Geomancy
- Fire 0.000 [0.100]
- Water 0.000 [0.100]
- Air 0.000 [0.100]
- Earth 0.000 [0.100]
- Meta 0.000 [0.500]
- Conveyance 0.000 [0.100]
- Divination 0.000 [0.500]
- Temporal 0.000 [0.100]
- Mind 0.000 [0.100]
- Nature 0.000 [0.100]
- Necromancy 0.000 [0.100]
- Runecraft 0.000 [0.700]
- Thaumaturgy 0.000 [0.100]
- Alchemy 1.000 [0.800]
-Spirituality 1.000 [0.800]
- Prayer 0.000 [0.500]
-Monster-lore 0.000 [0.500]
-
-*An Alchemist cannot learn the Geomancy skill, but it is shown in his skill
-screen because the elemental schools are sub-skills of it.
-
-#####GInnate Abilities:
-#####BAbility Character level
-Perfect casting 1
-
-#####GStarting Equipment
-An Alchemist begins the game with:
- a Dagger
- six Essences of Explosion
- an Empty Bottle
- a Set of Leather Gloves
-~~~~~03|Alchemist|Alchemy powers explained
-~~~~~05|Skills|Alchemy - Alchemy powers
-#####GAlchemy
-[[[[[BThe alchemical techniques are accessed using the 'm' key.]
-Alchemists may then 'E'xtract essences or add 'P'owers. The Alchemist [[[[[vmust]
-be wearing GLOVES to use their alchemy powers.
-
-An Alchemist is also capable of [[[[[Bcreating their own artifacts], but
-this is a time-consuming, and costly, activity. To do so, he must first
-learn the ability *****ability.txt*09[Artifact Creation], which costs a whopping 70 skill points
-to learn, and requires some high pre-requisites. Once he has done so,
-he needs to imbue an ego item with a number of essences of magic (equal
-to their skill level) and then wield the item. While using the item,
-it will gain experience (which reduces the amount of exp the wearer
-gains during this time). When the Alchemist feels that the item is
-powerful enough, he can finalise the artifact by "buying" powers using
-the experience the artifact has collected. He will also require exotic
-ingredients to add the abilities.
-
-Most (but not all) potions, scrolls, wands, staffs, rods, rings, and
-amulets contain usable magical energies. An Alchemist taps that
-energy, using the technique "'E'xtract essences" to create one or more
-essences of a type appropriate to the original object.
-
-The drained object itself is now called "of nothing". Unlike any
-other kind of object, it can have new magics added to it.
-
-An Alchemist can add power to such items by using essences he made or
-found. He does this with the technique "'P'ower". He can then select
-the object he wishes to enchant, and the kind of object he wishes to
-create. Only object types for which he knows the recipe will be displayed,
-and ones for which essences are lacking will be displayed in red. Objects
-whose level exceeds his own are sometimes difficult to create, though
-he can always add gold to improve the chances of his success.
-
-[[[[[BA few pointers:]
- -Recipes are (usually) logical. Acid essences don't make Dragon
- Weapons. And you can always look at the recipes you know with
- the "recipe 'B'ook" command.
- -Not all objects or ego-item types can be made using alchemy.
- -Alchemy is mostly reversible. Most items that you can
- 'E'xtract from, you can later re-create, if you learn about
- them when extracting from them. You won't always get enough
- essences from destroying an item to recreate it, though the
- chance of doing so will get higher as you increase in skill.
- -*Identifying* an object that you can destroy will always teach
- you how to create it (if creating it is possible).
- -Since you can't create abilities in artifacts that you aren't
- aware of, make sure to *identify* all the artifacts you can.
- -You can't *identify* things you buy in shops, so you'll have
- to extract from them and take your chances.
-
-[[[[[BSome Recipes:]
-Any Alchemist worth his salt knows lots of recipes. By extracting from
-items in the dungeon, he learns to create more and more items. You can
-see the recipes you know using the "recipe 'B'ook" command. The Alchemist
-starts off knowing some basic recipes, and gains more recipes as time
-goes on.
-
-More details can be found in the *****essences.txt*0[Essences SPOILER]).
-
diff --git a/lib/help/command.txt b/lib/help/command.txt
index ee58a77..04a63fd 100644
--- a/lib/help/command.txt
+++ b/lib/help/command.txt
@@ -783,9 +783,9 @@ for a quantity will convert any "letters" into the maximal legal value.
Use this command to read a scroll. Scroll spells usually have an
area effect, except for a few cases where they act on other objects.
Reading a scroll causes the parchment to disintegrate as the scroll
- takes effect, unless you are an Alchemist. Most scrolls which prompt
- for more information can be aborted (by pressing escape), which will
- stop reading the scroll before it disintegrates.
+ takes effect. Most scrolls which prompt for more information can
+ be aborted (by pressing escape), which will stop reading the scroll
+ before it disintegrates.
~~~~~58
[[[[[GInscribe an object ({)]
This command inscribes a string on an object. The inscription is
diff --git a/lib/help/defines.txt b/lib/help/defines.txt
index 1360965..147e61a 100644
--- a/lib/help/defines.txt
+++ b/lib/help/defines.txt
@@ -12,7 +12,6 @@ instance don't have svalues as they are defined in lua.
TV_SKELETON 1 /* Skeletons ('s') */
TV_BOTTLE 2 /* Empty bottles ('!') */
-*****defines.txt*04[TV_BATERIE] 4 /* For the Alchemists */
TV_SPIKE 5 /* Spikes ('~') */
TV_MSTAFF 6 /* Mage Staffs */
TV_CHEST 7 /* Chests ('~') */
@@ -603,27 +602,6 @@ TV_BOOK 111 /* spell books */
SV_FOOD_ATHELAS 40
SV_FOOD_GREAT_HEALTH 41
SV_FOOD_FORTUNE_COOKIE 42
-~~~~~04
-/* The "sval" codes for TV_BATERIE */
- SV_BATERIE_POISON 1
- SV_BATERIE_EXPLOSION 2
- SV_BATERIE_TELEPORT 3
- SV_BATERIE_COLD 4
- SV_BATERIE_FIRE 5
- SV_BATERIE_ACID 6
- SV_BATERIE_LIFE 7
- SV_BATERIE_CONFUSION 8
- SV_BATERIE_LITE 9
- SV_BATERIE_CHAOS 10
- SV_BATERIE_TIME 11
- SV_BATERIE_MAGIC 12
- SV_BATERIE_XTRA_LIFE 13
- SV_BATERIE_DARKNESS 14
- SV_BATERIE_KNOWLEDGE 15
- SV_BATERIE_FORCE 16
- SV_BATERIE_LIGHTNING 17
- SV_BATERIE_MANA 18
- MAX_BATERIE_SVAL 18
~~~~~09
/* The "sval" codes for TV_CORPSE */
SV_CORPSE_CORPSE 1
diff --git a/lib/help/dungeon.txt b/lib/help/dungeon.txt
index eca8046..f719fab 100644
--- a/lib/help/dungeon.txt
+++ b/lib/help/dungeon.txt
@@ -98,7 +98,7 @@ something you are more comfortable with.
~ Lites, Tools, Chests, etc ) A shield
~ Junk, Sticks, Skeletons, etc ` Trapping kit, climbing set
~ Stone, random artifact o Egg
- * An essence & (unused)
+ & (unused)
~~~~~05|Monsters
#####G Monsters
diff --git a/lib/help/essences.txt b/lib/help/essences.txt
deleted file mode 100644
index f329fa8..0000000
--- a/lib/help/essences.txt
+++ /dev/null
@@ -1,219 +0,0 @@
-|||||oy
-~~~~~01|Spoilers|Essences
-~~~~~02|Alchemist|Essence Spoiler
-#####REssence Spoiler for ToME 2.2.0
-#####R------------------------------
-
-Essences are the tools of the trade for Alchemists, and unfortunately are
-useless for any other class. Alchemists use essences to create magical
-items for them to use.
-
-They can be either found on the floor while exploring the dungeon, or
-extracted from other magical items the alchemist finds during his
-adventures.
-
-To create an artifact, the alchemist will first have to have learnt the
-Artifact Creation ability. This ability costs 70 skill points (yes, 70,
-it's a very powerful ability!). And you need an alchemy skill of at least
-40, plus INT and WIS at 35 (thats 18/170 in non-linear form).
-To create the artifact, the alchemist will have to sacrifice 10 hit points,
-and an amount of magic essence similar to his skill in alchemy. The
-alchemist then allows the artifact to gain experience, and when it has
-enough, uses that experience to add abilities to the artifact. The
-alchemist can allow the artifact to continue to gain experience, thus
-keeping open the option to add more abilities later. This requires a
-similar amount of magic essence, but does not require the sacrifice of
-more hit points.
-
-Note that the experience you gain is divided among the artifacts that you
-have as well as going to yourself, so you will gain levels more slowly when
-empowering artifacts. Also, the artifact only gets 60% of the experience.
-So killing a creature worth 20xp would gain 10 for you, and 6 for the
-artifact.
-
-You can also modify existing artifacts when you attain skill level 50. Also
-at skill level 50 you will gain the ability to make temporary artifacts,
-which don't require the complex empowerments that regular items require,
-but also vanish after awhile.
-
-You cannot give an artifact an ability unless you have *Identified* an
-artifact which has that ability.
-
-For every four levels gained in the alchemy skill, the alchemist learns
-about objects of level (skill level)/4, starting by learning about level 1
-objects at skill level 0. (actually 1, but who's counting?)
-
-At skill level 5 you gain the ability to make ego items - but watch it!
-Your base failure rate will be 90%, and won't be 0% until you reach skill
-level 50. Adding gold will increase the chances of success in direct
-proportion to the value of the item you are trying to create. Note that
-this results in automatic success when the item you are trying to create
-happens to pick up a curse in the process.
-
-At skill level 5 you also gain knowledge of some basic ego item recipes.
-These are: Acidic, Shocking, Fiery, Frozen, Venomous, and Chaotic weapons,
-Resist Fire armour, and light sources of Fearlessness.
-
-At skill level 10 you will gain knowledge of digging ego items, if you have
-selected the option "always generate very unusual rooms" (ironman_rooms).
-
-At skill level 15 you can create ego wands, staves, rings, etc.
-
-At skill level 25 you gain the ability to empower double ego items.
-
-At skill level 50 you gain the ability to create temporary artifacts, which
-don't require any exotic ingredients beyond a single corpse of any type.
-
-Between skill levels 25 and 50, you will steadily gain the ability to set
-more and more flags.
-
-To finalise an artifact, you "P"ower it, and select the powers you want.
-Powers are divided into the following six categories:
-*****essences.txt*03[Stats, Sustains, Luck, Speed, Vision, etc.]
-*****essences.txt*04[Misc. (Auras, Light, See Invisibility, etc.)]
-*****essences.txt*05[Weapon Brands]
-*****essences.txt*06[Resistances and Immunities]
-*****essences.txt*07[ESP and Curses]
-*****essences.txt*08[Artifact Activations]
-
-~~~~~03
-#####GStats, Sustains, Luck, Speed, Vision, etc.
-lvl xp Power
-40 5000 Add to Strength Ring of Strength
-43 5000 Add to Intelligence Ring of Intelligence
-46 5000 Add to Wisdom Amulet of Wisdom
-46 5000 Add to Dexterity Ring of Dexterity
-42 5000 Add to Constitution Ring of Constitution
-30 5000 Add to Charisma Amulet of Adornment
-32 1000 Sustain Strength Ring of Sustain Strength
-34 1000 Sustain Intelligence Ring of Sustain Intelligence
-28 1000 Sustain Wisdom Ring of Sustain Wisdom
-36 1000 Sustain Dexterity Ring of Sustain Dexterity
-36 1000 Sustain Constitution Ring of Sustain Constitution
-25 1000 Sustain Charisma Ring of Sustain Charisma
-40 50000 Speed Ring of Speed
-38 150000 Extra Attacks Ring of Extra Attacks
-32 5000 Stealthy Left Insole from a Used Soft Boot
-29 2000 Adds to Searching Filthy Rag
- 6 1000 Helps Infravision Brass Lantern
-30 1000 Lucky Rabbit's Left Forefoot
-25 30000 Aids in digging Pick
-40 50000 Multiplies Life Troll's Heart
-
-~~~~~04
-#####GMisc. (Auras, Light, See Invisibility, etc.)
-lvl xp Power
-20 15000 Invisibility Potion of Invisibility
-20 4000 See Invisible Potion of Invisibility
-20 30000 Free Action Iron Spike
-38 90000 Reflection Large Metal Shield
-20 30000 Aura of Fire Lungs from an Ancient Red Dragon
-25 30000 Aura of Lightning Lungs from an Ancient Blue Dragon
- 8 1000 Light Everburning Torch
-20 10000 Bright Light Dwarven Lantern
-40 100000 Sunlight Feanorian Lamp
-40 200000 Flight Suit of Dragon Armour (any colour)
-50 10000000 Automatically IDs Morgoth's Testicles
-29 2000 Anti-Teleportation Teleport Inhibiting Amulet
-34 2000 Anti-Magic Magic Inhibiting Amulet
-50 100000 Wraith Form Potion of Invulnerability
-15 1000 Levitation Potion of Berserk Strength
-20 10000 Slow Digestion Lembas Wafer
-32 20000 Regenerate Mushroom of Unhealth
-12 20000 Teleport Mushroom of Confusion
-
-~~~~~05
-#####GWeapon Brands
-lvl xp Power
-30 20000 Extra Critical Hits Whip
-30 30000 Wounds Monsters Blade of Chaos
-26 6000 Vampiric Rod Tip of Drain Life
-16 2000 Slay Animal Dead Animal's Body
-25 2000 Slay Evil Evil Dead Thing's Remains
-30 2000 Slay Undead Remains of Undead Monster
-40 1500 Slay Demon Demon's Corpse
-10 700 Slay Orc Dead Orc
-16 700 Slay Troll Dead Troll
-25 900 Slay Giant Dead Giant
-33 2000 Slay Dragon Dead Dragon (any size will do)
-41 5000 *Slay* Dragon Mature Multi-Hued Dragon's Remains
-41 90000 *Slay* Undead Dead Summoner of Greater Undead
-41 90000 *Slay* Demon Lesser Balrog's Corpse
-36 20000 Vorpal
-40 90000 Earthquakes
- 3 2000 Poison Brand
-12 2000 Acid Brand
-10 2000 Lightning Brand
- 6 2000 Fire Brand
- 8 2000 Frost Brand
-30 3000 Extra Might (Bows Only)
-35 3000 Extra Shots (Bows Only)
-
-~~~~~06
-#####GResistances and Immunities
-lvl xp Power
-49 500000 Immune to Acid Ancient Black Dragon's Foreskin
-50 500000 Immune to Lightning Ancient Blue Dragon's Foreskin
-49 500000 Immune to Fire Ancient Red Dragon's Foreskin
-50 500000 Immune to Cold Ancient White Dragon's Foreskin
-30 30000 Hold Life Amulet of the Magi
-12 10000 Resist Acid Ring of Acid
-15 10000 Resist Lightning Ring of Lightning
-13 10000 Resist Fire Potion of Resist Heat
-14 10000 Resist Cold Potion of Resist Cold
-25 30000 Resist Poison Potion of Cure Poison
-26 10000 Resist Fear Ring of Fear Resistance
-31 60000 Resist Light Ring of Light and Darkness Resistance
-31 60000 Resist Darkness Ring of Light and Darkness Resistance
-30 30000 Resist Blindness Ring of Blindness Resistance
-30 30000 Resist Confusion Ring of Confusion Resistance
-30 60000 Resist Sound Ring of Sound Resistance
-30 60000 Resist Shards Ring of Shard Resistance
-30 60000 Resist Nether Ring of Nether Resistance
-30 60000 Resist Nexus Ring of Nexus Resistance
-30 60000 Resist Chaos Ring of Chaos Resistance
-30 60000 Resist Disenchantment Ring of Disenchantment Resistance
-
-~~~~~07
-#####GESP and Curses
-lvl xp Power
-50 -100000 Temporary Item Corpse, any corpse
-10 -2000 Self-Cursing Filthy Rag
-45 -10000 Causes the Black Breath Sprig of Athelas
-40 -5000 Ancient Curse Scroll of *Remove Curse*
-40 -5000 Drains your Experience
-30 -5000 Aggravates Monsters
-30 -500 Curse Scroll of Remove Curse
-50 -5000 Permanently Cursed
-35 -2000 Can't be Dropped
-45 -5000 Drains your Hit Points
-20 -50000 Wielder Can't Move
-40 20000 Telepathy Formerly Floating Eye
-25 3000 Sense Orcs
-25 3000 Sense Trolls
-25 5000 Sense Dragons
-25 5000 Sense Giants
-25 5000 Sense Demons
-25 5000 Sense Undead
-25 5000 Sense Evil
-25 5000 Sense Animals
-25 5000 Sense Thunderlords
-25 5000 Sense Good
-25 5000 Sense Nonliving
-25 5000 Sense Unique Monsters
-25 2000 Sense Spiders
-
-~~~~~08
-#####GArtifact Activations
-lvl xp Power
-40 40000 Sunlight Brass Lantern
-20 4000 Magic Missile (1)
-30 300000 Magic Missile (2)
-40 400000 Ball of Missiles
-30 300000 Bolt of Lightning
-30 300000 Ball of Lightning
-35 350000 Ball of Lightning(2)
-40 400000 Ball of Lightning(3)
-40 400000 Ball of Lightning(4)
-45 450000 Breath Lightning
-50 40000 Fire a Rocket
diff --git a/lib/help/index.txt b/lib/help/index.txt
index d306b68..87293d2 100644
--- a/lib/help/index.txt
+++ b/lib/help/index.txt
@@ -27,7 +27,6 @@ Don't forget you can browse the help from the *****help.hlp*02[Main menu].
*****birth.txt*26[SP]
*****ability.txt*01[Abilities]
*****ability.txt*07[Ammo creation]
- *****ability.txt*09[Artifact Creation]
*****ability.txt*05[Extra Max Blow 1]
*****ability.txt*06[Extra Max Blow 2]
*****ability.txt*10[Far reaching attack]
@@ -38,9 +37,6 @@ Don't forget you can browse the help from the *****help.hlp*02[Main menu].
*****ability.txt*03[Tree walking]
*****ability.txt*12[Undead Form]
*****m_air.txt*02[Air Magic]
- *****c_alchem.txt*01[Alchemist]
- *****c_alchem.txt*03[Alchemy powers explained]
- *****essences.txt*02[Essence Spoiler]
*****tome_faq.txt*03[Altars]
*****tome_faq.txt*37[Anti-magic Amulets and the Anti-magic shell]
*****c_unbel.txt*04[Antimagic]
@@ -88,7 +84,6 @@ Don't forget you can browse the help from the *****help.hlp*02[Main menu].
*****tome_faq.txt*34[Character choice is too confusing]
*****birth.txt*45[Charisma]
*****birth.txt*05[Classes]
- *****c_alchem.txt*02[Alchemist]
*****c_archer.txt*02[Archer]
*****c_assass.txt*02[Assassin]
*****c_axemas.txt*02[Axemaster]
@@ -192,7 +187,6 @@ Don't forget you can browse the help from the *****help.hlp*02[Main menu].
*****g_eru.txt*02[Eru]
*****g_eru.txt*03[Prayers]
*****c_pr_eru.txt*03[Priest - Eru]
- *****tome_faq.txt*10[Essences]
*****experien.hlp*01[Experience]
*****explore.hlp*02[Exploring menu]
~~~~~70
@@ -424,8 +418,6 @@ Don't forget you can browse the help from the *****help.hlp*02[Main menu].
*****skills.txt*55[Skills]
*****skills.txt*27[Air]
*****m_air.txt*03[Air - Spell Info]
- *****skills.txt*49[Alchemy]
- *****c_alchem.txt*05[Alchemy - Alchemy powers]
*****skills.txt*50[Antimagic]
*****c_unbel.txt*05[Antimagic powers]
*****skills.txt*08[Archery]
@@ -509,7 +501,6 @@ Don't forget you can browse the help from the *****help.hlp*02[Main menu].
*****spoiler.hlp*01[Spoilers]
*****corspoil.txt*02[Corruptions]
*****dunspoil.txt*02[Dungeons]
- *****essences.txt*01[Essences]
*****fatespoi.txt*01[Fates]
*****inscrip.txt*02[Floor Inscriptions]
*****spoil_faq.txt*20[God Quest - directions]
diff --git a/lib/help/magic.txt b/lib/help/magic.txt
index 93486f0..14fa657 100644
--- a/lib/help/magic.txt
+++ b/lib/help/magic.txt
@@ -24,7 +24,7 @@ schools:
Other magical skills, generally being used primarily by characters of a
specific class, are:
*****m_demono.txt*0[Demonology] *****m_necrom.txt*0[Necromancy] *****skills.txt*36[Runecraft]
- *****m_thaum.txt*0[Thaumaturgy] *****skills.txt*49[Alchemy] *****m_geoman.txt*0[Geomancy]
+ *****m_thaum.txt*0[Thaumaturgy] *****m_geoman.txt*0[Geomancy]
The *****m_demono.txt*0[Demonology] skill is primarily used by *****c_demono.txt*0[Demonologists] for their special
spells, whereas the *****m_necrom.txt*0[Necromancy] skill is used by *****c_necro.txt*0[Necromancers] for their own set
@@ -32,8 +32,7 @@ of special spells.
The same goes for *****skills.txt*36[Runecraft], which is used by *****c_runecr.txt*0[Runecrafters] to allow use of more
difficult runes or rune-combinations. *****m_thaum.txt*0[Thaumaturgy] gives you randomly chosen
attack spells, and as such each game with it will be different. *****c_geoman.txt*0[Geomancers]
-harness the powers of the elements using *****m_geoman.txt*0[Geomancy]. Lastly we have
-*****skills.txt*49[Alchemy], which is used by *****c_alchem.txt*0[Alchemists].
+harness the powers of the elements using *****m_geoman.txt*0[Geomancy].
In addition to the schools of magic, you can get access to special sets of
spells if you worship a God. There are currently four good Gods,
diff --git a/lib/help/skills.txt b/lib/help/skills.txt
index c4a02c0..fe68da6 100644
--- a/lib/help/skills.txt
+++ b/lib/help/skills.txt
@@ -108,7 +108,7 @@ on what each skill does, try [[[[[ghttp://www.killerbunnies.org/angband/skill-22
for some third party help!
The skills are:
- *****skills.txt*27[Air] *****skills.txt*49[Alchemy] *****skills.txt*50[Antimagic] *****skills.txt*08[Archery]
+ *****skills.txt*27[Air] *****skills.txt*50[Antimagic] *****skills.txt*08[Archery]
*****skills.txt*05[Axe-mastery] *****skills.txt*18[Backstab] *****skills.txt*13[Barehand-combat] *****skills.txt*61[Bearform-combat]
*****skills.txt*12[Boomerang-mastery] *****skills.txt*58[Boulder-throwing] *****skills.txt*10[Bow-mastery] *****skills.txt*01[Combat]
*****skills.txt*30[Conveyance] *****skills.txt*44[Corpse-preservation]*****skills.txt*04[Critical-hits] *****skills.txt*11[Crossbow-mastery]
@@ -311,7 +311,7 @@ ability.
Sub-skills include: Magic-device, Spell-power, Sorcery, Mana, Fire, Water, Air,
Earth, Meta, Conveyance, Divination, Temporal, Mind, Nature, Udun, Demonology,
-Necromancy, Runecraft, Thaumaturgy, and Alchemy.
+Necromancy, Runecraft, and Thaumaturgy.
~~~~~54|Skills|Magic-device
[[[[[BMagic-device]
This skill is a sub-skill of the Magic skill. It eases the use of magical
@@ -465,13 +465,6 @@ any sort. However, once learned these spells do not gain in levels as the
thaumaturgy skill or the spell-power skills are increased. Spending 1 skill
point on your Thaumaturgy skill adds 0.06 bonus skill points to your Magic
skill.
-~~~~~49|Skills|Alchemy
-[[[[[BAlchemy]
-The Alchemy skill affects your ability to extract and use essences to create
-magical items.
-
-Investing in the Alchemy skill? You might be interested in the *****ability.txt*09[Artifact Creation]
-ability.
~~~~~38|Skills|Spirituality
[[[[[BSpirituality]
The spirituality skill influences things which have a "helping hand" from the
diff --git a/lib/help/spoiler.hlp b/lib/help/spoiler.hlp
index bc22985..996c0d3 100644
--- a/lib/help/spoiler.hlp
+++ b/lib/help/spoiler.hlp
@@ -7,7 +7,6 @@ Please choose one of the following online spoiler files:
*****/acorspoil.txt*0[(a) Corruptions]
*****/bdunspoil.txt*0[(b) Dungeons]
- *****/cessences.txt*0[(c) Essence Spoiler]
*****/dinscrip.txt*0[(d) Floor Inscriptions]
*****/eluckspoi.txt*0[(e) Luck]
*****/ffatespoi.txt*0[(f) Fates]
diff --git a/lib/help/tome_faq.txt b/lib/help/tome_faq.txt
index 7ad7a42..171b74d 100644
--- a/lib/help/tome_faq.txt
+++ b/lib/help/tome_faq.txt
@@ -81,8 +81,7 @@ You can also fill empty bottles at a fountain (enabling you to identify the
potion and hence the type of fountain) by using the 'H' command and answering
'F' at the prompt. The game will then ask you to choose bottles and how many
bottles you want to fill. You can find empty bottles on the dungeon and
-drinking pints of fine ale/wine will give you emtpy bottles; if you are
-trained in Alchemy, you can reuse bottles after quaffing potions as well.
+drinking pints of fine ale/wine will give you emtpy bottles.
#####G------------------------------------------------------------------------------
#####GQ: I got killed by a Great Wyrm of Power at 50'!!! What happened?
@@ -102,13 +101,10 @@ activation can be something very nasty....
To activate it, use the normal Activation command, but when prompted for which
item to activate change to the backpack instead of wielded equipment.
-~~~~~10|Essences
~~~~~11|Runes
#####G------------------------------------------------------------------------------
-#####GQ: I keep coming across "essences" and "runes". What are they?
+#####GQ: I keep coming across "runes". What are they?
-Essences are the *****c_alchem.txt*0[Alchemist's] friend, and you can only use them if you
-have access to the *****skills.txt*49[Alchemy] skill.
Runes are used to cast and store spells of varying types. *****c_runecr.txt*0[Runecrafters] are the
class who are most proficient at using these. You can only use them if you
have access to the *****skills.txt*36[Runecrafting] skill.
diff --git a/lib/mods/theme/edit/al_info.txt b/lib/mods/theme/edit/al_info.txt
deleted file mode 100644
index c5e7c55..0000000
--- a/lib/mods/theme/edit/al_info.txt
+++ /dev/null
@@ -1,12 +0,0 @@
-# File: al_info.txt
-
-
-# This file is used to initialize the "lib/raw/al_info.raw" file, which is
-# used as the alchemist recipes in ToME
-
-# This file is intentionally blank in Theme
-# because the Alchemist class has been removed.
-
-# Version stamp (required)
-
-V:2.0.0 \ No newline at end of file
diff --git a/lib/mods/theme/edit/misc.txt b/lib/mods/theme/edit/misc.txt
index 2d38020..9837586 100644
--- a/lib/mods/theme/edit/misc.txt
+++ b/lib/mods/theme/edit/misc.txt
@@ -33,9 +33,6 @@ M:V:108
# Maximum number of terrain features in f_info.txt
M:F:249
-# Maximum number of alchemist recipes
-M:a:1000
-
# Maximum number of artifacts in a_info.txt
M:A:257
diff --git a/lib/mods/theme/help/ability.txt b/lib/mods/theme/help/ability.txt
index 175d674..17d89db 100644
--- a/lib/mods/theme/help/ability.txt
+++ b/lib/mods/theme/help/ability.txt
@@ -27,11 +27,15 @@ playable, and maybe even powerful enough to win the game!
Here follows a list of all the available abilities:
-*****ability.txt*02[Spread blows] *****ability.txt*03[Tree walking]
-*****ability.txt*04[Perfect casting] *****ability.txt*05[Extra Max Blow(1)]
-*****ability.txt*06[Extra Max Blow(2)] *****ability.txt*07[Ammo creation]
-*****ability.txt*08[Touch of death] *****ability.txt*09[Artifact Creation]
-*****ability.txt*10[Far reaching attack] *****ability.txt*11[Trapping]
+*****ability.txt*02[Spread blows]
+*****ability.txt*03[Tree walking]
+*****ability.txt*04[Perfect casting]
+*****ability.txt*05[Extra Max Blow(1)]
+*****ability.txt*06[Extra Max Blow(2)]
+*****ability.txt*07[Ammo creation]
+*****ability.txt*08[Touch of death]
+*****ability.txt*10[Far reaching attack]
+*****ability.txt*11[Trapping]
*****ability.txt*12[Undead Form]
~~~~~02|Abilities|Spread blows
@@ -84,12 +88,6 @@ for that kill.
You must activate this from your 'm' menu.
#####UPrereq: Necromancy skill@50, Combat skill@40, DEX@30, STR@30
#####rCost: 15
-~~~~~09|Abilities|Artifact Creation
-[[[[[BArtifact Creation]
-In combination with a high alchemy skill this ability will let you
-design your very own artifacts.
-Prereq: Alchemy@40, INT@35, WIS@35
-#####rCost: 70
~~~~~10|Abilities|Far reaching attack
[[[[[BFar reaching attack]
You can attack an enemy one square far using a long polearm.
diff --git a/lib/mods/theme/help/automat.txt b/lib/mods/theme/help/automat.txt
index bf6478f..0ba56d1 100644
--- a/lib/mods/theme/help/automat.txt
+++ b/lib/mods/theme/help/automat.txt
@@ -25,10 +25,9 @@ things providing you are of a certain level.
#####GSounds quite cool, but wha...
STOP RIGHT THERE! I haven't finished yet! Let's look at some other examples.
Most of the time, scrolls of darkness are pretty useless. Unless you are a
-vampire, or an alchemist, right? So you might think it was no good to add
-auto-destroy of scrolls of darkness to the automatizer. But you'd be wrong, for
-you can add rules that are dependent on certain conditions, like that you are
-of a certain race, or class.
+vampire, right? So you might think it was no good to add auto-destroy of scrolls
+of darkness to the automatizer. But you'd be wrong, for you can add rules that
+are dependent on certain conditions, like that you are of a certain race, or class.
#####GHey this is sounding good. What if it destroys my artifacts?
It can't. Artifacts can never be destroyed, by the automatizer. However, watch
diff --git a/lib/mods/theme/help/c_alchem.txt b/lib/mods/theme/help/c_alchem.txt
deleted file mode 100644
index 2f7cd58..0000000
--- a/lib/mods/theme/help/c_alchem.txt
+++ /dev/null
@@ -1,135 +0,0 @@
-|||||oy
-~~~~~01|Alchemist
-~~~~~02|Classes|Alchemist
-#####R=== Alchemists ===
-
-#####GDescription
-Alchemists are the only class that can harness the abilities of the
-essences found in the dungeon. They can add these essences to staves,
-rings, wands, rods, and sometimes weapons and armour to create new items
-or recharge old ones. They can also extract essences from magical items
-they find. Using these abilities, Alchemists can get very good items at
-low levels. The trouble is getting them to survive later on.
-
-Alchemists are extremely proficient with all kinds of magical devices,
-and have made a fine art of extracting, storing, and using these
-objects' magical energies. Because they neither fight well nor cast
-powerful spells, Alchemists rely on their craftsmanship to cope with
-the dangers of the dungeons. They will quickly learn to create damage-
-dealing wands, rods, and staffs, forge powerful weapons and armour,
-make highly useful objects of other kinds, and eventually, at great cost
-to other knowledge, they can learn the perilous art of artifact creation
-itself.
-
-#####GStarting Stat Modifiers
-Strength -5
-Intelligence +3
-Wisdom +0
-Dexterity +1
-Constitution -2
-Charisma +1
-Hit Die +d0
-Spell Points +0%
-Exp Penalty 30%
-
-#####GStarting Skills:
-#####BSkill Start Level Skill Point Gains
-Combat 1.000 [0.700]
- Weaponmastery 0.700 [0.700]
-Sneakiness 1.000 [0.900]
- Stealth 0.000 [0.400]
-Magic 3.000 [0.900]
- Magic-Device 1.000 [1.250]
- Geomancy
- Fire 0.000 [0.100]
- Water 0.000 [0.100]
- Air 0.000 [0.100]
- Earth 0.000 [0.100]
- Meta 0.000 [0.500]
- Conveyance 0.000 [0.100]
- Divination 0.000 [0.500]
- Temporal 0.000 [0.100]
- Mind 0.000 [0.100]
- Nature 0.000 [0.100]
- Necromancy 0.000 [0.100]
- Runecraft 0.000 [0.700]
- Thaumaturgy 0.000 [0.100]
- Alchemy 1.000 [0.800]
-Spirituality 1.000 [0.800]
- Prayer 0.000 [0.500]
-Monster-lore 0.000 [0.500]
-
-*An Alchemist cannot learn the Geomancy skill, but it is shown in his skill
-screen because the elemental schools are sub-skills of it.
-
-#####GInnate Abilities:
-#####BAbility Character level
-Perfect casting 1
-
-#####GStarting Equipment
-An Alchemist begins the game with:
- a Dagger
- six Essences of Explosion
- an Empty Bottle
- a Set of Leather Gloves
-~~~~~03|Alchemist|Alchemy powers explained
-~~~~~05|Skills|Alchemy - Alchemy powers
-#####GAlchemy
-[[[[[BThe alchemical techniques are accessed using the 'm' key.]
-Alchemists may then 'E'xtract essences or add 'P'owers. The Alchemist [[[[[vmust]
-be wearing GLOVES to use their alchemy powers.
-
-An Alchemist is also capable of [[[[[Bcreating their own artifacts], but
-this is a time-consuming, and costly, activity. To do so, he must first
-learn the ability *****ability.txt*09[Artifact Creation], which costs a whopping 70 skill points
-to learn, and requires some high pre-requisites. Once he has done so,
-he needs to imbue an ego item with a number of essences of magic (equal
-to their skill level) and then wield the item. While using the item,
-it will gain experience (which reduces the amount of exp the wearer
-gains during this time). When the Alchemist feels that the item is
-powerful enough, he can finalise the artifact by "buying" powers using
-the experience the artifact has collected. He will also require exotic
-ingredients to add the abilities.
-
-Most (but not all) potions, scrolls, wands, staffs, rods, rings, and
-amulets contain usable magical energies. An Alchemist taps that
-energy, using the technique "'E'xtract essences" to create one or more
-essences of a type appropriate to the original object.
-
-The drained object itself is now called "of nothing". Unlike any
-other kind of object, it can have new magics added to it.
-
-An Alchemist can add power to such items by using essences he made or
-found. He does this with the technique "'P'ower". He can then select
-the object he wishes to enchant, and the kind of object he wishes to
-create. Only object types for which he knows the recipe will be displayed,
-and ones for which essences are lacking will be displayed in red. Objects
-whose level exceeds his own are sometimes difficult to create, though
-he can always add gold to improve the chances of his success.
-
-[[[[[BA few pointers:]
- -Recipes are (usually) logical. Acid essences don't make Dragon
- Weapons. And you can always look at the recipes you know with
- the "recipe 'B'ook" command.
- -Not all objects or ego-item types can be made using alchemy.
- -Alchemy is mostly reversible. Most items that you can
- 'E'xtract from, you can later re-create, if you learn about
- them when extracting from them. You won't always get enough
- essences from destroying an item to recreate it, though the
- chance of doing so will get higher as you increase in skill.
- -*Identifying* an object that you can destroy will always teach
- you how to create it (if creating it is possible).
- -Since you can't create abilities in artifacts that you aren't
- aware of, make sure to *identify* all the artifacts you can.
- -You can't *identify* things you buy in shops, so you'll have
- to extract from them and take your chances.
-
-[[[[[BSome Recipes:]
-Any Alchemist worth his salt knows lots of recipes. By extracting from
-items in the dungeon, he learns to create more and more items. You can
-see the recipes you know using the "recipe 'B'ook" command. The Alchemist
-starts off knowing some basic recipes, and gains more recipes as time
-goes on.
-
-More details can be found in the *****essences.txt*0[Essences SPOILER]).
-
diff --git a/lib/mods/theme/help/command.txt b/lib/mods/theme/help/command.txt
index ee58a77..04a63fd 100644
--- a/lib/mods/theme/help/command.txt
+++ b/lib/mods/theme/help/command.txt
@@ -783,9 +783,9 @@ for a quantity will convert any "letters" into the maximal legal value.
Use this command to read a scroll. Scroll spells usually have an
area effect, except for a few cases where they act on other objects.
Reading a scroll causes the parchment to disintegrate as the scroll
- takes effect, unless you are an Alchemist. Most scrolls which prompt
- for more information can be aborted (by pressing escape), which will
- stop reading the scroll before it disintegrates.
+ takes effect. Most scrolls which prompt for more information can
+ be aborted (by pressing escape), which will stop reading the scroll
+ before it disintegrates.
~~~~~58
[[[[[GInscribe an object ({)]
This command inscribes a string on an object. The inscription is
diff --git a/lib/mods/theme/help/defines.txt b/lib/mods/theme/help/defines.txt
index 1360965..147e61a 100644
--- a/lib/mods/theme/help/defines.txt
+++ b/lib/mods/theme/help/defines.txt
@@ -12,7 +12,6 @@ instance don't have svalues as they are defined in lua.
TV_SKELETON 1 /* Skeletons ('s') */
TV_BOTTLE 2 /* Empty bottles ('!') */
-*****defines.txt*04[TV_BATERIE] 4 /* For the Alchemists */
TV_SPIKE 5 /* Spikes ('~') */
TV_MSTAFF 6 /* Mage Staffs */
TV_CHEST 7 /* Chests ('~') */
@@ -603,27 +602,6 @@ TV_BOOK 111 /* spell books */
SV_FOOD_ATHELAS 40
SV_FOOD_GREAT_HEALTH 41
SV_FOOD_FORTUNE_COOKIE 42
-~~~~~04
-/* The "sval" codes for TV_BATERIE */
- SV_BATERIE_POISON 1
- SV_BATERIE_EXPLOSION 2
- SV_BATERIE_TELEPORT 3
- SV_BATERIE_COLD 4
- SV_BATERIE_FIRE 5
- SV_BATERIE_ACID 6
- SV_BATERIE_LIFE 7
- SV_BATERIE_CONFUSION 8
- SV_BATERIE_LITE 9
- SV_BATERIE_CHAOS 10
- SV_BATERIE_TIME 11
- SV_BATERIE_MAGIC 12
- SV_BATERIE_XTRA_LIFE 13
- SV_BATERIE_DARKNESS 14
- SV_BATERIE_KNOWLEDGE 15
- SV_BATERIE_FORCE 16
- SV_BATERIE_LIGHTNING 17
- SV_BATERIE_MANA 18
- MAX_BATERIE_SVAL 18
~~~~~09
/* The "sval" codes for TV_CORPSE */
SV_CORPSE_CORPSE 1
diff --git a/lib/mods/theme/help/dungeon.txt b/lib/mods/theme/help/dungeon.txt
index 21c9651..20426e2 100644
--- a/lib/mods/theme/help/dungeon.txt
+++ b/lib/mods/theme/help/dungeon.txt
@@ -98,7 +98,7 @@ something you are more comfortable with.
~ Lites, Tools, Chests, etc ) A shield
~ Junk, Sticks, Skeletons, etc ` Trapping kit, climbing set
~ Stone, random artifact o Egg
- * An essence & (unused)
+ & (unused)
~~~~~05|Monsters
#####G Monsters
diff --git a/lib/mods/theme/help/essences.txt b/lib/mods/theme/help/essences.txt
deleted file mode 100644
index f329fa8..0000000
--- a/lib/mods/theme/help/essences.txt
+++ /dev/null
@@ -1,219 +0,0 @@
-|||||oy
-~~~~~01|Spoilers|Essences
-~~~~~02|Alchemist|Essence Spoiler
-#####REssence Spoiler for ToME 2.2.0
-#####R------------------------------
-
-Essences are the tools of the trade for Alchemists, and unfortunately are
-useless for any other class. Alchemists use essences to create magical
-items for them to use.
-
-They can be either found on the floor while exploring the dungeon, or
-extracted from other magical items the alchemist finds during his
-adventures.
-
-To create an artifact, the alchemist will first have to have learnt the
-Artifact Creation ability. This ability costs 70 skill points (yes, 70,
-it's a very powerful ability!). And you need an alchemy skill of at least
-40, plus INT and WIS at 35 (thats 18/170 in non-linear form).
-To create the artifact, the alchemist will have to sacrifice 10 hit points,
-and an amount of magic essence similar to his skill in alchemy. The
-alchemist then allows the artifact to gain experience, and when it has
-enough, uses that experience to add abilities to the artifact. The
-alchemist can allow the artifact to continue to gain experience, thus
-keeping open the option to add more abilities later. This requires a
-similar amount of magic essence, but does not require the sacrifice of
-more hit points.
-
-Note that the experience you gain is divided among the artifacts that you
-have as well as going to yourself, so you will gain levels more slowly when
-empowering artifacts. Also, the artifact only gets 60% of the experience.
-So killing a creature worth 20xp would gain 10 for you, and 6 for the
-artifact.
-
-You can also modify existing artifacts when you attain skill level 50. Also
-at skill level 50 you will gain the ability to make temporary artifacts,
-which don't require the complex empowerments that regular items require,
-but also vanish after awhile.
-
-You cannot give an artifact an ability unless you have *Identified* an
-artifact which has that ability.
-
-For every four levels gained in the alchemy skill, the alchemist learns
-about objects of level (skill level)/4, starting by learning about level 1
-objects at skill level 0. (actually 1, but who's counting?)
-
-At skill level 5 you gain the ability to make ego items - but watch it!
-Your base failure rate will be 90%, and won't be 0% until you reach skill
-level 50. Adding gold will increase the chances of success in direct
-proportion to the value of the item you are trying to create. Note that
-this results in automatic success when the item you are trying to create
-happens to pick up a curse in the process.
-
-At skill level 5 you also gain knowledge of some basic ego item recipes.
-These are: Acidic, Shocking, Fiery, Frozen, Venomous, and Chaotic weapons,
-Resist Fire armour, and light sources of Fearlessness.
-
-At skill level 10 you will gain knowledge of digging ego items, if you have
-selected the option "always generate very unusual rooms" (ironman_rooms).
-
-At skill level 15 you can create ego wands, staves, rings, etc.
-
-At skill level 25 you gain the ability to empower double ego items.
-
-At skill level 50 you gain the ability to create temporary artifacts, which
-don't require any exotic ingredients beyond a single corpse of any type.
-
-Between skill levels 25 and 50, you will steadily gain the ability to set
-more and more flags.
-
-To finalise an artifact, you "P"ower it, and select the powers you want.
-Powers are divided into the following six categories:
-*****essences.txt*03[Stats, Sustains, Luck, Speed, Vision, etc.]
-*****essences.txt*04[Misc. (Auras, Light, See Invisibility, etc.)]
-*****essences.txt*05[Weapon Brands]
-*****essences.txt*06[Resistances and Immunities]
-*****essences.txt*07[ESP and Curses]
-*****essences.txt*08[Artifact Activations]
-
-~~~~~03
-#####GStats, Sustains, Luck, Speed, Vision, etc.
-lvl xp Power
-40 5000 Add to Strength Ring of Strength
-43 5000 Add to Intelligence Ring of Intelligence
-46 5000 Add to Wisdom Amulet of Wisdom
-46 5000 Add to Dexterity Ring of Dexterity
-42 5000 Add to Constitution Ring of Constitution
-30 5000 Add to Charisma Amulet of Adornment
-32 1000 Sustain Strength Ring of Sustain Strength
-34 1000 Sustain Intelligence Ring of Sustain Intelligence
-28 1000 Sustain Wisdom Ring of Sustain Wisdom
-36 1000 Sustain Dexterity Ring of Sustain Dexterity
-36 1000 Sustain Constitution Ring of Sustain Constitution
-25 1000 Sustain Charisma Ring of Sustain Charisma
-40 50000 Speed Ring of Speed
-38 150000 Extra Attacks Ring of Extra Attacks
-32 5000 Stealthy Left Insole from a Used Soft Boot
-29 2000 Adds to Searching Filthy Rag
- 6 1000 Helps Infravision Brass Lantern
-30 1000 Lucky Rabbit's Left Forefoot
-25 30000 Aids in digging Pick
-40 50000 Multiplies Life Troll's Heart
-
-~~~~~04
-#####GMisc. (Auras, Light, See Invisibility, etc.)
-lvl xp Power
-20 15000 Invisibility Potion of Invisibility
-20 4000 See Invisible Potion of Invisibility
-20 30000 Free Action Iron Spike
-38 90000 Reflection Large Metal Shield
-20 30000 Aura of Fire Lungs from an Ancient Red Dragon
-25 30000 Aura of Lightning Lungs from an Ancient Blue Dragon
- 8 1000 Light Everburning Torch
-20 10000 Bright Light Dwarven Lantern
-40 100000 Sunlight Feanorian Lamp
-40 200000 Flight Suit of Dragon Armour (any colour)
-50 10000000 Automatically IDs Morgoth's Testicles
-29 2000 Anti-Teleportation Teleport Inhibiting Amulet
-34 2000 Anti-Magic Magic Inhibiting Amulet
-50 100000 Wraith Form Potion of Invulnerability
-15 1000 Levitation Potion of Berserk Strength
-20 10000 Slow Digestion Lembas Wafer
-32 20000 Regenerate Mushroom of Unhealth
-12 20000 Teleport Mushroom of Confusion
-
-~~~~~05
-#####GWeapon Brands
-lvl xp Power
-30 20000 Extra Critical Hits Whip
-30 30000 Wounds Monsters Blade of Chaos
-26 6000 Vampiric Rod Tip of Drain Life
-16 2000 Slay Animal Dead Animal's Body
-25 2000 Slay Evil Evil Dead Thing's Remains
-30 2000 Slay Undead Remains of Undead Monster
-40 1500 Slay Demon Demon's Corpse
-10 700 Slay Orc Dead Orc
-16 700 Slay Troll Dead Troll
-25 900 Slay Giant Dead Giant
-33 2000 Slay Dragon Dead Dragon (any size will do)
-41 5000 *Slay* Dragon Mature Multi-Hued Dragon's Remains
-41 90000 *Slay* Undead Dead Summoner of Greater Undead
-41 90000 *Slay* Demon Lesser Balrog's Corpse
-36 20000 Vorpal
-40 90000 Earthquakes
- 3 2000 Poison Brand
-12 2000 Acid Brand
-10 2000 Lightning Brand
- 6 2000 Fire Brand
- 8 2000 Frost Brand
-30 3000 Extra Might (Bows Only)
-35 3000 Extra Shots (Bows Only)
-
-~~~~~06
-#####GResistances and Immunities
-lvl xp Power
-49 500000 Immune to Acid Ancient Black Dragon's Foreskin
-50 500000 Immune to Lightning Ancient Blue Dragon's Foreskin
-49 500000 Immune to Fire Ancient Red Dragon's Foreskin
-50 500000 Immune to Cold Ancient White Dragon's Foreskin
-30 30000 Hold Life Amulet of the Magi
-12 10000 Resist Acid Ring of Acid
-15 10000 Resist Lightning Ring of Lightning
-13 10000 Resist Fire Potion of Resist Heat
-14 10000 Resist Cold Potion of Resist Cold
-25 30000 Resist Poison Potion of Cure Poison
-26 10000 Resist Fear Ring of Fear Resistance
-31 60000 Resist Light Ring of Light and Darkness Resistance
-31 60000 Resist Darkness Ring of Light and Darkness Resistance
-30 30000 Resist Blindness Ring of Blindness Resistance
-30 30000 Resist Confusion Ring of Confusion Resistance
-30 60000 Resist Sound Ring of Sound Resistance
-30 60000 Resist Shards Ring of Shard Resistance
-30 60000 Resist Nether Ring of Nether Resistance
-30 60000 Resist Nexus Ring of Nexus Resistance
-30 60000 Resist Chaos Ring of Chaos Resistance
-30 60000 Resist Disenchantment Ring of Disenchantment Resistance
-
-~~~~~07
-#####GESP and Curses
-lvl xp Power
-50 -100000 Temporary Item Corpse, any corpse
-10 -2000 Self-Cursing Filthy Rag
-45 -10000 Causes the Black Breath Sprig of Athelas
-40 -5000 Ancient Curse Scroll of *Remove Curse*
-40 -5000 Drains your Experience
-30 -5000 Aggravates Monsters
-30 -500 Curse Scroll of Remove Curse
-50 -5000 Permanently Cursed
-35 -2000 Can't be Dropped
-45 -5000 Drains your Hit Points
-20 -50000 Wielder Can't Move
-40 20000 Telepathy Formerly Floating Eye
-25 3000 Sense Orcs
-25 3000 Sense Trolls
-25 5000 Sense Dragons
-25 5000 Sense Giants
-25 5000 Sense Demons
-25 5000 Sense Undead
-25 5000 Sense Evil
-25 5000 Sense Animals
-25 5000 Sense Thunderlords
-25 5000 Sense Good
-25 5000 Sense Nonliving
-25 5000 Sense Unique Monsters
-25 2000 Sense Spiders
-
-~~~~~08
-#####GArtifact Activations
-lvl xp Power
-40 40000 Sunlight Brass Lantern
-20 4000 Magic Missile (1)
-30 300000 Magic Missile (2)
-40 400000 Ball of Missiles
-30 300000 Bolt of Lightning
-30 300000 Ball of Lightning
-35 350000 Ball of Lightning(2)
-40 400000 Ball of Lightning(3)
-40 400000 Ball of Lightning(4)
-45 450000 Breath Lightning
-50 40000 Fire a Rocket
diff --git a/lib/mods/theme/help/magic.txt b/lib/mods/theme/help/magic.txt
index 93486f0..14fa657 100644
--- a/lib/mods/theme/help/magic.txt
+++ b/lib/mods/theme/help/magic.txt
@@ -24,7 +24,7 @@ schools:
Other magical skills, generally being used primarily by characters of a
specific class, are:
*****m_demono.txt*0[Demonology] *****m_necrom.txt*0[Necromancy] *****skills.txt*36[Runecraft]
- *****m_thaum.txt*0[Thaumaturgy] *****skills.txt*49[Alchemy] *****m_geoman.txt*0[Geomancy]
+ *****m_thaum.txt*0[Thaumaturgy] *****m_geoman.txt*0[Geomancy]
The *****m_demono.txt*0[Demonology] skill is primarily used by *****c_demono.txt*0[Demonologists] for their special
spells, whereas the *****m_necrom.txt*0[Necromancy] skill is used by *****c_necro.txt*0[Necromancers] for their own set
@@ -32,8 +32,7 @@ of special spells.
The same goes for *****skills.txt*36[Runecraft], which is used by *****c_runecr.txt*0[Runecrafters] to allow use of more
difficult runes or rune-combinations. *****m_thaum.txt*0[Thaumaturgy] gives you randomly chosen
attack spells, and as such each game with it will be different. *****c_geoman.txt*0[Geomancers]
-harness the powers of the elements using *****m_geoman.txt*0[Geomancy]. Lastly we have
-*****skills.txt*49[Alchemy], which is used by *****c_alchem.txt*0[Alchemists].
+harness the powers of the elements using *****m_geoman.txt*0[Geomancy].
In addition to the schools of magic, you can get access to special sets of
spells if you worship a God. There are currently four good Gods,
diff --git a/lib/mods/theme/help/skills.txt b/lib/mods/theme/help/skills.txt
index c4a02c0..fe68da6 100644
--- a/lib/mods/theme/help/skills.txt
+++ b/lib/mods/theme/help/skills.txt
@@ -108,7 +108,7 @@ on what each skill does, try [[[[[ghttp://www.killerbunnies.org/angband/skill-22
for some third party help!
The skills are:
- *****skills.txt*27[Air] *****skills.txt*49[Alchemy] *****skills.txt*50[Antimagic] *****skills.txt*08[Archery]
+ *****skills.txt*27[Air] *****skills.txt*50[Antimagic] *****skills.txt*08[Archery]
*****skills.txt*05[Axe-mastery] *****skills.txt*18[Backstab] *****skills.txt*13[Barehand-combat] *****skills.txt*61[Bearform-combat]
*****skills.txt*12[Boomerang-mastery] *****skills.txt*58[Boulder-throwing] *****skills.txt*10[Bow-mastery] *****skills.txt*01[Combat]
*****skills.txt*30[Conveyance] *****skills.txt*44[Corpse-preservation]*****skills.txt*04[Critical-hits] *****skills.txt*11[Crossbow-mastery]
@@ -311,7 +311,7 @@ ability.
Sub-skills include: Magic-device, Spell-power, Sorcery, Mana, Fire, Water, Air,
Earth, Meta, Conveyance, Divination, Temporal, Mind, Nature, Udun, Demonology,
-Necromancy, Runecraft, Thaumaturgy, and Alchemy.
+Necromancy, Runecraft, and Thaumaturgy.
~~~~~54|Skills|Magic-device
[[[[[BMagic-device]
This skill is a sub-skill of the Magic skill. It eases the use of magical
@@ -465,13 +465,6 @@ any sort. However, once learned these spells do not gain in levels as the
thaumaturgy skill or the spell-power skills are increased. Spending 1 skill
point on your Thaumaturgy skill adds 0.06 bonus skill points to your Magic
skill.
-~~~~~49|Skills|Alchemy
-[[[[[BAlchemy]
-The Alchemy skill affects your ability to extract and use essences to create
-magical items.
-
-Investing in the Alchemy skill? You might be interested in the *****ability.txt*09[Artifact Creation]
-ability.
~~~~~38|Skills|Spirituality
[[[[[BSpirituality]
The spirituality skill influences things which have a "helping hand" from the
diff --git a/lib/mods/theme/help/spoiler.hlp b/lib/mods/theme/help/spoiler.hlp
index bc22985..996c0d3 100644
--- a/lib/mods/theme/help/spoiler.hlp
+++ b/lib/mods/theme/help/spoiler.hlp
@@ -7,7 +7,6 @@ Please choose one of the following online spoiler files:
*****/acorspoil.txt*0[(a) Corruptions]
*****/bdunspoil.txt*0[(b) Dungeons]
- *****/cessences.txt*0[(c) Essence Spoiler]
*****/dinscrip.txt*0[(d) Floor Inscriptions]
*****/eluckspoi.txt*0[(e) Luck]
*****/ffatespoi.txt*0[(f) Fates]
diff --git a/lib/mods/theme/help/tome_faq.txt b/lib/mods/theme/help/tome_faq.txt
index 756ce63..55f6375 100644
--- a/lib/mods/theme/help/tome_faq.txt
+++ b/lib/mods/theme/help/tome_faq.txt
@@ -81,8 +81,7 @@ You can also fill empty bottles at a fountain (enabling you to identify the
potion and hence the type of fountain) by using the 'H' command and answering
'F' at the prompt. The game will then ask you to choose bottles and how many
bottles you want to fill. You can find empty bottles on the dungeon and
-drinking pints of fine ale/wine will give you emtpy bottles; if you are
-trained in Alchemy, you can reuse bottles after quaffing potions as well.
+drinking pints of fine ale/wine will give you emtpy bottles.
#####G------------------------------------------------------------------------------
#####GQ: I got killed by a Great Wyrm of Power at 50'!!! What happened?
@@ -102,13 +101,10 @@ activation can be something very nasty....
To activate it, use the normal Activation command, but when prompted for which
item to activate change to the backpack instead of wielded equipment.
-~~~~~10|Essences
~~~~~11|Runes
#####G------------------------------------------------------------------------------
-#####GQ: I keep coming across "essences" and "runes". What are they?
+#####GQ: I keep coming across "runes". What are they?
-Essences are the *****c_alchem.txt*0[Alchemist's] friend, and you can only use them if you
-have access to the *****skills.txt*49[Alchemy] skill.
Runes are used to cast and store spells of varying types. *****c_runecr.txt*0[Runecrafters] are the
class who are most proficient at using these. You can only use them if you
have access to the *****skills.txt*36[Runecrafting] skill.
diff --git a/lib/mods/theme/pref/font-xxx.prf b/lib/mods/theme/pref/font-xxx.prf
index 298a864..3e5d24e 100644
--- a/lib/mods/theme/pref/font-xxx.prf
+++ b/lib/mods/theme/pref/font-xxx.prf
@@ -429,9 +429,6 @@ E:114:0x0D
# DAEMON BOOK
E:115:0x03
-# POWER BATERIES
-E:4:0x0D
-
# MAGE STAFFS
E:6:0x0E
diff --git a/lib/pref/font-xxx.prf b/lib/pref/font-xxx.prf
index 298a864..3e5d24e 100644
--- a/lib/pref/font-xxx.prf
+++ b/lib/pref/font-xxx.prf
@@ -429,9 +429,6 @@ E:114:0x0D
# DAEMON BOOK
E:115:0x03
-# POWER BATERIES
-E:4:0x0D
-
# MAGE STAFFS
E:6:0x0E
diff --git a/lib/pref/xtra-new.prf b/lib/pref/xtra-new.prf
index de82b97..91e141c 100644
--- a/lib/pref/xtra-new.prf
+++ b/lib/pref/xtra-new.prf
@@ -749,69 +749,6 @@ R:0:0x9C/0x9D
?:[AND [EQU $CLASS High-Mage] [EQU $RACE DeathMold] ]
R:0:0x9C/0x9E
-?:[AND [EQU $CLASS Alchemist] [EQU $RACE Human] ]
-R:0:0x9C/0x80
-?:[AND [EQU $CLASS Alchemist] [EQU $RACE Half-Elf] ]
-R:0:0x9C/0x81
-?:[AND [EQU $CLASS Alchemist] [EQU $RACE Elf] ]
-R:0:0x9C/0x82
-?:[AND [EQU $CLASS Alchemist] [EQU $RACE Hobbit] ]
-R:0:0x9C/0x83
-?:[AND [EQU $CLASS Alchemist] [EQU $RACE Gnome] ]
-R:0:0x9C/0x84
-?:[AND [EQU $CLASS Alchemist] [EQU $RACE Dwarf] ]
-R:0:0x9C/0x85
-?:[AND [EQU $CLASS Alchemist] [EQU $RACE Half-Orc] ]
-R:0:0x9C/0x86
-?:[AND [EQU $CLASS Alchemist] [EQU $RACE Half-Troll] ]
-R:0:0x9C/0x87
-?:[AND [EQU $CLASS Alchemist] [EQU $RACE Dunadan] ]
-R:0:0x9C/0x88
-?:[AND [EQU $CLASS Alchemist] [EQU $RACE High-Elf] ]
-R:0:0x9C/0x89
-?:[AND [EQU $CLASS Alchemist] [EQU $RACE Dunadan] ]
-R:0:0x9C/0x8A
-?:[AND [EQU $CLASS Alchemist] [EQU $RACE Barbarian] ]
-R:0:0x9C/0x8B
-?:[AND [EQU $CLASS Alchemist] [EQU $RACE Ogre] ]
-R:0:0x9C/0x8C
-?:[AND [EQU $CLASS Alchemist] [EQU $RACE Half-Giant] ]
-R:0:0x9C/0x8D
-?:[AND [EQU $CLASS Alchemist] [EQU $RACE Half-Titan] ]
-R:0:0x9C/0x8E
-?:[AND [EQU $CLASS Alchemist] [EQU $RACE Cyclops] ]
-R:0:0x9C/0x8F
-?:[AND [EQU $CLASS Alchemist] [EQU $RACE Yeek] ]
-R:0:0x9C/0x90
-?:[AND [EQU $CLASS Alchemist] [EQU $RACE RohanKnight] ]
-R:0:0x9C/0x91
-?:[AND [EQU $CLASS Alchemist] [EQU $RACE Kobold] ]
-R:0:0x9C/0x92
-?:[AND [EQU $CLASS Alchemist] [EQU $RACE Nibelung] ]
-R:0:0x9C/0x93
-?:[AND [EQU $CLASS Alchemist] [EQU $RACE Dark Elf] ]
-R:0:0x9C/0x94
-?:[AND [EQU $CLASS Alchemist] [EQU $RACE Thunderlord] ]
-R:0:0x9C/0x95
-?:[AND [EQU $CLASS Alchemist] [EQU $RACE Mindflayer] ]
-R:0:0x9C/0x96
-?:[AND [EQU $CLASS Alchemist] [EQU $RACE Imp] ]
-R:0:0x9C/0x97
-?:[AND [EQU $CLASS Alchemist] [EQU $RACE Ent] ]
-R:0:0x9C/0x98
-?:[AND [EQU $CLASS Alchemist] [EQU $RACE Skeleton] ]
-R:0:0x9C/0x99
-?:[AND [EQU $CLASS Alchemist] [EQU $RACE Zombie] ]
-R:0:0x9C/0x9A
-?:[AND [EQU $CLASS Alchemist] [EQU $RACE Vampire] ]
-R:0:0x9C/0x9B
-?:[AND [EQU $CLASS Alchemist] [EQU $RACE Spectre] ]
-R:0:0x9C/0x9C
-?:[AND [EQU $CLASS Alchemist] [EQU $RACE Sprite] ]
-R:0:0x9C/0x9D
-?:[AND [EQU $CLASS Alchemist] [EQU $RACE DeathMold] ]
-R:0:0x9C/0x9E
-
?:[AND [EQU $CLASS BeastMaster] [EQU $RACE Human] ]
R:0:0x96/0x80
?:[AND [EQU $CLASS BeastMaster] [EQU $RACE Half-Elf] ]
@@ -878,69 +815,6 @@ R:0:0x96/0x9E
?:[EQU $CLASS Mimic]
R:0:0x91/0x95
-?:[AND [EQU $CLASS Alchemist] [EQU $RACE Human] ]
-R:0:0x93/0x80
-?:[AND [EQU $CLASS Alchemist] [EQU $RACE Half-Elf] ]
-R:0:0x93/0x81
-?:[AND [EQU $CLASS Alchemist] [EQU $RACE Elf] ]
-R:0:0x93/0x82
-?:[AND [EQU $CLASS Alchemist] [EQU $RACE Hobbit] ]
-R:0:0x93/0x83
-?:[AND [EQU $CLASS Alchemist] [EQU $RACE Gnome] ]
-R:0:0x93/0x84
-?:[AND [EQU $CLASS Alchemist] [EQU $RACE Dwarf] ]
-R:0:0x93/0x85
-?:[AND [EQU $CLASS Alchemist] [EQU $RACE Half-Orc] ]
-R:0:0x93/0x86
-?:[AND [EQU $CLASS Alchemist] [EQU $RACE Half-Troll] ]
-R:0:0x93/0x87
-?:[AND [EQU $CLASS Alchemist] [EQU $RACE Dunadan] ]
-R:0:0x93/0x88
-?:[AND [EQU $CLASS Alchemist] [EQU $RACE High-Elf] ]
-R:0:0x93/0x89
-?:[AND [EQU $CLASS Alchemist] [EQU $RACE Dunadan] ]
-R:0:0x93/0x8A
-?:[AND [EQU $CLASS Alchemist] [EQU $RACE Barbarian] ]
-R:0:0x93/0x8B
-?:[AND [EQU $CLASS Alchemist] [EQU $RACE Ogre] ]
-R:0:0x93/0x8C
-?:[AND [EQU $CLASS Alchemist] [EQU $RACE Half-Giant] ]
-R:0:0x93/0x8D
-?:[AND [EQU $CLASS Alchemist] [EQU $RACE Half-Titan] ]
-R:0:0x93/0x8E
-?:[AND [EQU $CLASS Alchemist] [EQU $RACE Cyclops] ]
-R:0:0x93/0x8F
-?:[AND [EQU $CLASS Alchemist] [EQU $RACE Yeek] ]
-R:0:0x93/0x90
-?:[AND [EQU $CLASS Alchemist] [EQU $RACE RohanKnight] ]
-R:0:0x93/0x91
-?:[AND [EQU $CLASS Alchemist] [EQU $RACE Kobold] ]
-R:0:0x93/0x92
-?:[AND [EQU $CLASS Alchemist] [EQU $RACE Nibelung] ]
-R:0:0x93/0x93
-?:[AND [EQU $CLASS Alchemist] [EQU $RACE Dark Elf] ]
-R:0:0x93/0x94
-?:[AND [EQU $CLASS Alchemist] [EQU $RACE Thunderlord] ]
-R:0:0x93/0x95
-?:[AND [EQU $CLASS Alchemist] [EQU $RACE Mindflayer] ]
-R:0:0x93/0x96
-?:[AND [EQU $CLASS Alchemist] [EQU $RACE Imp] ]
-R:0:0x93/0x97
-?:[AND [EQU $CLASS Alchemist] [EQU $RACE Ent] ]
-R:0:0x93/0x98
-?:[AND [EQU $CLASS Alchemist] [EQU $RACE Skeleton] ]
-R:0:0x93/0x99
-?:[AND [EQU $CLASS Alchemist] [EQU $RACE Zombie] ]
-R:0:0x93/0x9A
-?:[AND [EQU $CLASS Alchemist] [EQU $RACE Vampire] ]
-R:0:0x93/0x9B
-?:[AND [EQU $CLASS Alchemist] [EQU $RACE Spectre] ]
-R:0:0x93/0x9C
-?:[AND [EQU $CLASS Alchemist] [EQU $RACE Sprite] ]
-R:0:0x93/0x9D
-?:[AND [EQU $CLASS Alchemist] [EQU $RACE DeathMold] ]
-R:0:0x93/0x9E
-
?:[AND [EQU $CLASS Wizard] [EQU $RACE Human] ]
R:0:0x93/0x80
?:[AND [EQU $CLASS Wizard] [EQU $RACE Half-Elf] ]
diff --git a/src/alchemist_recipe.hpp b/src/alchemist_recipe.hpp
deleted file mode 100644
index e87531f..0000000
--- a/src/alchemist_recipe.hpp
+++ /dev/null
@@ -1,11 +0,0 @@
-#pragma once
-
-#include "h-basic.h"
-
-struct alchemist_recipe
-{
- int sval_essence;
- byte tval;
- byte sval;
- byte qty;
-};
diff --git a/src/alchemist_recipe_fwd.hpp b/src/alchemist_recipe_fwd.hpp
deleted file mode 100644
index d1a8bb7..0000000
--- a/src/alchemist_recipe_fwd.hpp
+++ /dev/null
@@ -1,3 +0,0 @@
-#pragma once
-
-struct alchemist_recipe;
diff --git a/src/artifact_select_flag.hpp b/src/artifact_select_flag.hpp
deleted file mode 100644
index 313f3a1..0000000
--- a/src/artifact_select_flag.hpp
+++ /dev/null
@@ -1,18 +0,0 @@
-#pragma once
-
-#include "h-basic.h"
-
-struct artifact_select_flag {
- byte group; /* Flag group to display it in */
- int flag; /* item flag to set */
- byte level; /* Player skill level to start at */
- char *desc; /* Display this description to select flag */
- u32b xp; /* xp cost for this flag */
- bool_ pval; /* indicates this flag benifits from pval */
- char *item_desc; /* Description of required item */
- char *item_descp; /* Description of required item; plural */
- byte rtval; /* Required items' tval */
- byte rsval; /* Required items' sval */
- int rpval; /* Required items' pval (zero for no req) */
- int rflag[6]; /* Monster Race flags for required Corpses */
-};
diff --git a/src/artifact_select_flag_fwd.hpp b/src/artifact_select_flag_fwd.hpp
deleted file mode 100644
index f56ec3c..0000000
--- a/src/artifact_select_flag_fwd.hpp
+++ /dev/null
@@ -1,3 +0,0 @@
-#pragma once
-
-struct artifact_select_flag;
diff --git a/src/birth.cc b/src/birth.cc
index 9716cc8..f6120a5 100644
--- a/src/birth.cc
+++ b/src/birth.cc
@@ -891,9 +891,6 @@ static void player_wipe(void)
/* Reset "aware" */
k_ptr->aware = FALSE;
- /* Reset "know" */
- k_ptr->know = FALSE;
-
/* Reset "artifact" */
k_ptr->artifact = 0;
}
@@ -925,13 +922,6 @@ static void player_wipe(void)
/* Hack -- Well fed player */
p_ptr->food = PY_FOOD_FULL - 1;
- /* Wipe the alchemists' recipes */
- for ( i = 0 ; i < 32 ; i++)
- alchemist_known_egos[i] = 0;
- for ( i = 0 ; i < 6 ; i++)
- alchemist_known_artifacts[i] = 0;
- alchemist_gained = 0;
-
/* Clear "cheat" options */
cheat_peek = FALSE;
cheat_hear = FALSE;
diff --git a/src/cmd2.hpp b/src/cmd2.hpp
index 4103099..142238a 100644
--- a/src/cmd2.hpp
+++ b/src/cmd2.hpp
@@ -30,5 +30,4 @@ extern void do_cmd_boomerang(void);
extern void do_cmd_immovable_special(void);
extern void fetch(int dir, int wgt, bool_ require_los);
extern void do_cmd_sacrifice(void);
-extern void do_cmd_create_artifact(object_type *q_ptr);
extern void do_cmd_steal(void);
diff --git a/src/cmd6.cc b/src/cmd6.cc
index 97ee2cb..f27281d 100644
--- a/src/cmd6.cc
+++ b/src/cmd6.cc
@@ -2492,8 +2492,6 @@ void do_cmd_quaff_potion(void)
{
int ident, lev;
- object_type *q_ptr, forge;
-
/* Get an item */
int item;
if (!get_item(&item,
@@ -2548,22 +2546,6 @@ void do_cmd_quaff_potion(void)
gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
}
- if (get_skill(SKILL_ALCHEMY))
- {
- if (item >= 0)
- {
- q_ptr = &forge;
- object_prep(q_ptr, lookup_kind(TV_BOTTLE, 1));
- q_ptr->number = 1;
- object_aware(q_ptr);
- object_known(q_ptr);
-
- q_ptr->ident |= IDENT_STOREB;
-
- (void)inven_carry(q_ptr, FALSE);
- }
- }
-
/* Window stuff */
p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
@@ -3642,24 +3624,6 @@ void do_cmd_read_scroll(void)
/* Destroy scroll */
inc_stack_size(item, -1);
-
- /* Alchemists end up with a "drained" scroll instead */
- if (get_skill(SKILL_ALCHEMY))
- {
- if (item >= 0)
- {
- object_type *q_ptr, forge;
-
- q_ptr = &forge;
- object_prep(q_ptr, lookup_kind(TV_SCROLL, SV_SCROLL_NOTHING));
- object_aware(q_ptr);
- object_known(q_ptr);
-
- q_ptr->ident |= IDENT_STOREB;
-
- (void)inven_carry(q_ptr, FALSE);
- }
- }
}
@@ -5159,7 +5123,7 @@ const char *activation_aux(object_type * o_ptr, bool_ doit, int item)
if (!spell && o_ptr->name1)
spell = a_info[o_ptr->name1].activate;
- /* Random and Alchemist Artifacts */
+ /* Random Artifacts */
if (!spell && o_ptr->art_name)
spell = o_ptr->xtra2;
diff --git a/src/cmd7.cc b/src/cmd7.cc
index 4338cb5..ef314ef 100644
--- a/src/cmd7.cc
+++ b/src/cmd7.cc
@@ -8,8 +8,6 @@
#include "cmd7.hpp"
-#include "alchemist_recipe.hpp"
-#include "artifact_select_flag.hpp"
#include "cave.hpp"
#include "cave_type.hpp"
#include "cmd1.hpp"
@@ -1199,3085 +1197,6 @@ void do_cmd_beastmaster(void)
/*
- * Set of variables and functions to create an artifact
- */
-
-
-/* LOG2 is a constant (compile-time) method of converting a single
- * set bit into a number. Works well, but for variable (runtime)
- * expressions, use a loop instead.. much smaller code*/
-#define LOG2(x) ( (x) & 0xFFFF? BLOG16(x) : BLOG16((x)>>16) + 16 )
-#define BLOG16(x) ( (x) & 0xFF ? BLOG8(x) : BLOG8 ((x)>>8 ) + 8 )
-#define BLOG8(x) ( (x) & 0xF ? BLOG4(x) : BLOG4 ((x)>>4 ) + 4 )
-#define BLOG4(x) ( (x) & 0x3 ? BLOG2(x) : BLOG2 ((x)>>2 ) + 2 )
-#define BLOG2(x) ( (x) & 0x1 ? 0 : 1 )
-
-int flags_select[32*5];
-int activation_select;
-
-/*
- Display a group of flags from a_select flags, and return
- the number of flags displayed (even invisible ones)
- */
-int show_flags(byte group, int pval)
-{
- int i, x, color = TERM_WHITE;
- int items = 0;
-
- char ttt[80];
-
- Term_clear();
-
- group++; /* Adjust - no zero group */
-
- for ( i = 0 ; a_select_flags[i].group ; i++)
- {
- if (a_select_flags[i].group != group)
- continue;
-
- if (a_select_flags[i].xp == 0)
- break;
- else
- {
- sprintf(ttt, "%c) %s",
- (items < 26) ? I2A(items) : ('0' + items - 26),
- a_select_flags[i].desc);
- if ( wizard )
- {
- sprintf(ttt, "%c) %s (exp " FMTu32b ")",
- (items < 26) ? I2A(items) : ('0' + items - 26),
- a_select_flags[i].desc,
- a_select_flags[i].xp);
- }
-
- /* Note: Somebody is VERY clever, and it wasn't me. Text printed as
- * TERM_DARK is actually printed as TERM_BLUE *SPACES* to prevent the
- * player from using a 'cut-and-paste' enabled terminal to see
- * what he shouldn't. Thus, simply setting the color to TERM_DARK
- * will entirely prevent the unspoiled player from knowing that it's
- * even possible. */
-
- switch (flags_select[i])
- {
- case 1:
- color = TERM_YELLOW;
- break; /* Flag was set by the player (just now)*/
- case 0:
- color = TERM_WHITE;
- break; /* This flag can be set, player is 'aware' of it*/
- case - 1:
- color = TERM_L_GREEN;
- break; /* Flag is already set*/
- case - 2:
- color = TERM_DARK;
- break; /* Invisible option */
- case - 3:
- color = TERM_RED;
- break; /* Flag is set, but player isn't 'aware' of it */
- case - 4:
- color = TERM_L_DARK;
- break; /* Flag is not set, player is 'aware', but it's beyond thier skill */
- default:
- color = TERM_DARK;
- break; /* Just in Case*/
- }
- }
-
- if (wizard && color == TERM_DARK)
- {
- color = TERM_BLUE;
- }
-
- if (items < 16) x = 5;
- else x = 45;
- c_prt(color, ttt, ((items < 16) ? items : items - 16) + 5, x);
- items++;
-
- }
- return items;
-}
-
-void show_levels(void)
-{
- Term_clear();
- c_prt(TERM_WHITE, "[a] Stats, sustains, luck, speed, vision, etc. ", 3, 10);
- c_prt(TERM_WHITE, "[b] Misc. (Auras, light, see invis, etc) ", 4, 10);
- c_prt(TERM_WHITE, "[c] Weapon Branding ", 5, 10);
- c_prt(TERM_WHITE, "[d] Resistances and Immunities ", 6, 10);
- c_prt(TERM_WHITE, "[e] ESP and Curses ", 7, 10);
- c_prt(TERM_WHITE, "[f] Activation ", 8, 10);
- c_prt(TERM_DARK , "[g] Abilities Gained ", 9, 10);
- c_prt(TERM_WHITE, "[h] Display Required Essences and items ", 10, 10);
- c_prt(TERM_WHITE, "[i] Done! Finalize and commit changes. ", 11, 10);
- /*No need to return anything - if the valid selections change, it'll be a code level change.*/
-}
-
-s32b get_flags_exp(int pval, int oldpval)
-{
- int i;
- s32b exp = 0;
-
- for (i = 0 ; a_select_flags[i].group ; i++ )
- {
- if (a_select_flags[i].xp == 0)
- break;
- else
- {
- if ( a_select_flags[i].group <= 5 && flags_select[i] )
- {
- s32b xp = a_select_flags[i].xp;
- int factor = 1, oldfactor = 0;
-
- /* don't even look at flags which the user can't set
- * because they also can't change the pval when a pval-
- * dependant flag is set, flags which they can't set
- * cannot effect the exp in any way, whether their set or not
- */
- if ( flags_select[i] < -1 )
- continue;
- if ( flags_select[i] == -1 )
- oldfactor = 1;
-
- if (a_select_flags[i].pval)
- {
- /* (1/4)x^2 + x
- * I wanted something smaller than x^2 or x^x
- * this is because although a ring of speed +10 is
- * more than 10 times better than a ring of speed +1,
- * I don't think it's 100 times better. More like 30.
- * this function yields:
- * 1=1 * 2=3 * 3=5 * 4=8 * 5=11 * 6=15 * 7=21
- * 8=24 * 9=29 * 10=35 * 11=41 * 12=48 * 13=55
- * 14=63 * 15=71 * 20=120 * 25=181 * 30=255
- * which I think is acceptable.
- * briefly, to get a +30 speed ring, it would be:
- * 255*50000 or over 12 million experience
- * points. For reference, a level 50 human requires
- * 5 million xp. I'm sure it's doable, but it'd be
- * *HARD*
- * a speed+10 artifact would require 1.75 million.
- * much more doable, but not too easily.
- */
- factor = (pval * pval / 4 + pval);
- if ( flags_select[i] == -1 )
- {
- oldfactor = oldpval * oldpval / 4 + oldpval;
- }
- }
- exp += xp * factor - xp * oldfactor;
- }
- if ( a_select_flags[i].group == 88 && a_select_flags[i].flag == -activation_select )
- {
- exp += a_select_flags[i].xp;
- }
- }
- }
-
- return exp;
-}
-
-/* returns the 'real quantity' of items needed to empower
- * a particular flag to a particular pval.
- * Note that this routine returns zero for any flag that
- * doesn't require some sort of action.
- */
-int calc_rqty(int i, int pval, int oldpval)
-{
- /* return 0 if flag is greater than size of flags_select && ! activation */
- if ( a_select_flags[i].group > 5 )
- {
- if ( activation_select == a_select_flags[i].flag)
- return 1;
- else
- return 0;
- }
-
- /* return 0 if the flag wasn't set */
- if ( flags_select[i] < -1 || flags_select[i] == 0 )
- return 0;
-
- /* Return change in pval if the flag was already set */
- if ( flags_select[i] == -1 && a_select_flags[i].pval)
- return pval - oldpval;
-
- /* Return pval if the flag will be set this time */
- else if ( a_select_flags[i].pval )
- return pval;
-
- /* Return 0 if the flag is unknown */
- else if ( flags_select[i] == -1 )
- return 0;
- return 1;
-}
-
-/* Handle the various items that creating artifacts requires.
- * Mode = 0 to print a description,
- * 1 to use up the items
- * -1 to check to see if the items exist
- * Note that this function is called ONLY from the
- * other artifact item helper function.
- */
-
-
-static int check_artifact_items(int pval, int oldpval, int mode)
-{
- int i, j, k, row = 1 , col = 15, rqty, orqty, trqty;
- bool_ good = TRUE;
- int temporary = -1;
- char ch;
-
- /* For temporary items, waive the item requirements,
- * except for the corpse... */
- for ( j = 0 ; a_select_flags[j].group ; j++)
- if (a_select_flags[j].flag == 4*32 && flags_select[j] == 1 )
- temporary = j;
- /* Check for enough items */
- for (i = 0; a_select_flags[i].group ; i++)
- {
- /* For temporary items, ignore
- everything except the one item
- */
- if (temporary != -1 && i != temporary)
- continue;
-
- /* Calc quantity is done per flag, because
- some have a pval, some don't, some where already
- set at pval=2, etc
- */
- rqty = orqty = calc_rqty(i, pval, oldpval);
-
- /* If no item is associated with this flag,
- or this flag wasn't set or didn't change */
- if ( !a_select_flags[i].rtval || !rqty)
- continue;
-
- for ( k = 0 ; k < INVEN_WIELD ; k++ )
- {
- object_type *o_ptr = &p_ptr->inventory[k];
-
- /* Note here that an rsval of -1 (which is read is 0xff
- for a byte..) matches anything. */
- if (o_ptr->tval == a_select_flags[i].rtval
- && (o_ptr->sval == a_select_flags[i].rsval
- || a_select_flags[i].rsval == (byte) - 1 ) )
- {
- /* Corpse validation is COMPLICATED!
- * But at least we don't have to do this twice.
- */
- if ( a_select_flags[i].rtval == TV_CORPSE )
- {
- bool_ itemgood = TRUE;
-
- /*Specified race not this one */
- if ( o_ptr->pval2 != a_select_flags[i].rpval && a_select_flags[i].rpval)
- continue;
-
- /* Race flag (any monster who...)*/
- for ( j = 0 ; !a_select_flags[i].rpval && a_select_flags[i].rflag[j] && j < 6 && itemgood ; j++)
- {
- int flag = a_select_flags[i].rflag[j] / 32;
- u32b mask = 1 << (a_select_flags[i].rflag[j] % 32);
-
- switch (flag)
- {
- case 0:
- if ( !(r_info[o_ptr->pval2].flags1 & mask) ) itemgood = FALSE;
- break;
- case 1:
- if ( !(r_info[o_ptr->pval2].flags2 & mask) ) itemgood = FALSE;
- break;
- case 2:
- if ( !(r_info[o_ptr->pval2].flags3 & mask) ) itemgood = FALSE;
- break;
- case 3:
- if ( !(r_info[o_ptr->pval2].flags4 & mask) ) itemgood = FALSE;
- break;
- case 4:
- if ( !(r_info[o_ptr->pval2].flags5 & mask) ) itemgood = FALSE;
- break;
- case 5:
- if ( !(r_info[o_ptr->pval2].flags6 & mask) ) itemgood = FALSE;
- break;
- case 6:
- if ( !(r_info[o_ptr->pval2].flags7 & mask) ) itemgood = FALSE;
- break;
- case 7:
- if ( !(r_info[o_ptr->pval2].flags8 & mask) ) itemgood = FALSE;
- break;
- case 8:
- if ( !(r_info[o_ptr->pval2].flags9 & mask) ) itemgood = FALSE;
- break;
- default:
- msg_print("This code should never be hit!");
- }
- }
- if ( ! itemgood )
- continue;
-
- }
- /* Validate pval of good item */
- else if ( a_select_flags[i].rpval)
- {
- /* Must have matching signs */
- if ( (o_ptr->pval < 0) != (a_select_flags[i].rpval < 0))
- continue;
- /* Must be greater than */
- if ( abs(o_ptr->pval) < abs(a_select_flags[i].rpval))
- continue;
- }
-
- trqty = MIN(o_ptr->number, rqty);
- rqty -= trqty;
-
- if ( mode == 1 )
- {
- inc_stack_size_ex(k, -trqty, NO_OPTIMIZE, DESCRIBE);
- }
- }/* if p_ptr->inventory item is acceptable */
-
- } /*end of looping through the p_ptr->inventory*/
-
- if (rqty)
- {
- good = FALSE;
- /* Oops, we didn't have enough of this object
- when actually creating the artifact.
- unset this flag
- */
- if ( mode == 1 )
- {
- flags_select[i] = -4;
- }
- /* we only return false for mode -1,
- * for mode 0 we display stuff, and for
- * mode 1 we want to continue destroying things
- * even if the player is missing one small item,
- * because there's no way to change things now.
- * We may have already destroyed a unique corpse,
- * or some other hard-to-find item.
- */
- if ( mode == -1 )
- return FALSE;
- }
-
- /* Display a description of the required object, if needed */
- /* Note that the tests for good items HAVE to be in a different
- place, because otherwise we don't know how many the player
- has, as opposed to how many they need.
- */
- if ( mode == 0 )
- {
- char *o_name = a_select_flags[i].item_desc;
- if (orqty > 1 && a_select_flags[i].pval && a_select_flags[i].item_descp)
- o_name = a_select_flags[i].item_descp;
-
- if ( rqty )
- {
- if ( orqty > 1 )
- c_prt(TERM_RED, format(" you are missing %d of the %d %s", rqty, orqty, o_name), row++, col);
- else if ( is_a_vowel(o_name[0]))
- c_prt(TERM_RED, format(" you are missing an %s", o_name), row++, col);
- else
- c_prt(TERM_RED, format(" you are missing a %s", o_name), row++, col);
- }
- else
- {
- if ( orqty > 1 )
- c_prt(TERM_GREEN, format(" you have the %d %s", orqty, o_name), row++, col);
- else if ( is_a_vowel(o_name[0]))
- c_prt(TERM_GREEN, format(" you have an %s", o_name), row++, col);
- else
- c_prt(TERM_GREEN, format(" you have a %s", o_name), row++, col);
- }
-
- if ( row > 21 )
- {
- row = 1;
- if (!good)
- (void)get_com("You are missing some items:", &ch);
- else
- (void)get_com("You have these needed items on hand:", &ch);
- }
-
- }
-
- } /* End of group associated with this a_select_flags entry */
-
- if ( mode == 0 )
- {
- while ( row < 22 )
- c_prt(TERM_GREEN, " ", row++, col);
- if (!good)
- (void)get_com("You are missing some items:", &ch);
- else
- (void)get_com("You have these needed items on hand:", &ch);
- }
- return good;
-}
-
-/* Display a list of required essences,
- * and/or use up the essences. */
-bool_ artifact_display_or_use(int pval, int oldpval, bool_ use)
-{
- int essence[MAX_BATERIE_SVAL];
- int essenceh[MAX_BATERIE_SVAL];
- int al_idx, i, j, k;
- bool_ enough;
-
- /* Temporary Items require only one item, and no essences. */
- for ( i = 0 ; a_select_flags[i].group ; i++)
- if ( a_select_flags[i].flag == 32*4)
- {
- if ( use )
- return check_artifact_items(pval, oldpval, 1);
- else
- return check_artifact_items(pval, oldpval, 0);
- }
-
- for ( i = 0 ; i < MAX_BATERIE_SVAL ; i++ )
- essence[i] = essenceh[i] = 0;
-
- /* Accumulate a list of required essences */
- for ( al_idx = 0; al_idx < max_al_idx ; al_idx++ )
- if ( alchemist_recipes[al_idx].tval == 0 )
- for ( i = 0 ; a_select_flags[i].group ; i++)
- {
- int rqty = calc_rqty(i, pval, oldpval);
-
- /* If the flag isn't being set, rqty will be zero */
- if ( !rqty)
- continue;
-
- if ( alchemist_recipes[al_idx].sval == a_select_flags[i].flag )
- essence[alchemist_recipes[al_idx].sval_essence] +=
- alchemist_recipes[al_idx].qty * rqty;
- }
-
- /* The essence array now contains a list of all essences
- * that will be consumed in the creation of this artifact */
-
- /* Check for existence of required quatities of essences. */
- for ( i = 0 ; i < INVEN_WIELD ; i++ )
- {
- for ( j = 0 ; j < MAX_BATERIE_SVAL ; j++)
- if ( p_ptr->inventory[i].tval == TV_BATERIE && p_ptr->inventory[i].sval == j + 1)
- {
- essenceh[j] += p_ptr->inventory[i].number;
- }
- }
-
- /* Check for enough essences */
- enough = TRUE;
- for ( i = 0 ; i < MAX_BATERIE_SVAL ; i++)
- if ( essenceh[i] < essence[i] )
- {
- enough = FALSE;
- break;
- }
-
- /* Check for items */
- if ( enough )
- enough = check_artifact_items(pval, oldpval, -1);
-
-
- /* Display recipe list if they don't have enough, or not enough exp */
- if (!enough || !use )
- {
- int row = 1 , col = 15;
- bool_ good = FALSE;
- char ch;
-
- /* display of list of required essences */
- /* Note: there are only 12 or so essences, so this list
- * will ALWAYS fit on the screen */
- for ( i = 0 ; i < MAX_BATERIE_SVAL ; i++)
- if ( essence[i] )
- {
- int missing = -MIN(essenceh[i] - essence[i], 0);
- good = TRUE;
- if ( missing )
- c_prt(TERM_RED, format("%d of the required %d essences of %s",
- missing, essence[i],
- k_info[lookup_kind(TV_BATERIE, i + 1)].name ),
- row++, col);
- else
- c_prt(TERM_GREEN, format("you have the needed %d essences of %s",
- essence[i],
- k_info[lookup_kind(TV_BATERIE, i + 1)].name ),
- row++, col);
- }
-
- if (good)
- {
- /* blank the bottom row */
- c_prt(TERM_WHITE, " ", row++, col);
-
- /* and wait for a key */
- (void)get_com("You are currently missing:", &ch);
- }
-
- /* Display a list of needed items as well */
- check_artifact_items(pval, oldpval, 0);
-
- return FALSE;
- }
-
- /* If we get to this point in the code, then the player
- * has the required essences and items in their p_ptr->inventory */
-
- /* If they do have enough, and they have enough exp, consume them */
- for (i = 0 ; i < MAX_BATERIE_SVAL ; i++)
- for ( k = 0 ; k < INVEN_WIELD && essence[i] > 0 ; k++)
- if (p_ptr->inventory[k].tval == TV_BATERIE
- && p_ptr->inventory[k].sval == i + 1
- && essence[i])
- {
- int num = p_ptr->inventory[k].number;
-
- inc_stack_size_ex(k, MAX( -essence[i], -num), NO_OPTIMIZE, DESCRIBE);
-
- essence[i] -= MIN(num, essence[i]);
- }
-
- /* Destroy the items needed */
- check_artifact_items(pval, oldpval, 1);
-
- return TRUE;
-}
-
-
-void display_activation_info(int num)
-{
- object_type forge;
- int i;
-
-
- /* find the a_select_flags number of this activation type... */
- for ( i = 0 ; a_select_flags[i].group ; i++)
- if (a_select_flags[i].group == 88 && a_select_flags[i].flag == -num )
- break;
-
- object_wipe(&forge);
- forge.xtra2 = num;
- /* Print out various information about this activation... */
- /* min level, experience, required items (and essences)
- full description (from activation_aux) */
- if (wizard)
- c_prt(TERM_WHITE, format(" number:%d ", num), 5, 5);
- else
- c_prt(TERM_WHITE, " ", 5, 5);
- c_prt(TERM_WHITE, format(" Level:%d ", a_select_flags[i].level), 6, 5);
- c_prt(TERM_WHITE, format(" Exp :%d ", a_select_flags[i].xp), 7, 5);
- c_prt(TERM_WHITE, format(" Item :%s ", a_select_flags[i].item_desc), 8, 5);
- c_prt(TERM_WHITE, " ", 9, 5);
- c_prt(TERM_WHITE, format(" %s ", activation_aux(&forge, 0, 0)), 9, 5);
- c_prt(TERM_WHITE, " ", 10, 5);
- inkey();
-}
-
-void select_an_activation(void)
-{
- int i, lev, wid, hgt, begin = 0, sel = 0;
- u32b max;
- cptr act_list[150]; /* currently, ~127 hardcoded activations */
- int act_ref[150];
- char c;
- /* How do we want to do this? */
- /* Ideally, we let them select from a list, which includes all the activations that they've ecountered in any form.
- Problems with this idea include mainly the lack of any (current) place to store which activations they've seen, and
- that they'll not get credit for any seen before we start tracking it.
-
- So - list is everything. If they select one which they're to low-level for
- or if the explicitly request it, we'll display info about this item.
- We'll also get our descriptions from the activation_aux(ACT_CONSTANT)
- function, because they are more complete, and include even lua-scripted ones.
- msg_print("Since the code to actually let you select one isn't here");
- msg_print("You will automatically get the activation 'Dawn'");
- activation_select = ACT_DAWN;
- */
-
- /* Build a list of available activations at the player's level */
- lev = get_skill(SKILL_ALCHEMY);
- for ( i = max = 0 ; max < (sizeof(act_list) / sizeof(cptr)) && a_select_flags[i].group ; i++)
- if (a_select_flags[i].group == 88 && a_select_flags[i].level <= lev )
- {
- act_ref[max] = -a_select_flags[i].flag; /* Activation number */
- act_list[max++] = a_select_flags[i].desc; /* Description */
- }
-
- /* Select from that list, using the util.c function display_list to display the scrolled list */
- /* Note: I think that there is only one other place that uses this function. Should be more! */
- while (1)
- {
- Term_clear();
- Term_get_size(&wid, &hgt);
-
- c_prt(TERM_WHITE, "Enter to select, ? for more information, 2 and 8 to scroll ", 0, 0);
- display_list(1, 0, hgt - 2, wid - 2, "Select an Activation", act_list, max, begin, sel, TERM_L_GREEN);
-
- c = inkey();
-
- if (c == ESCAPE) break;
- else if (c == '8')
- {
- sel--;
- if (sel < 0)
- {
- sel = max - 1;
- begin = max - hgt;
- if (begin < 0) begin = 0;
- }
- if (sel < begin) begin = sel;
- }
- else if (c == '2')
- {
- sel++;
- if (sel >= (s32b)max)
- {
- sel = 0;
- begin = 0;
- }
- if (sel >= begin + hgt - 1) begin++;
- }
- else if (c == '?')
- {
- display_activation_info(act_ref[sel]);
- }
- else if (c == '\r')
- {
- display_activation_info(act_ref[sel]);
- activation_select = act_ref[sel];
- return;
- }
- }
- activation_select = 0;
-}
-
-
-/* Consume 'num' magic essences and return true.
- * If there aren't enough essences, return false */
-
-bool_ magic_essence(int num)
-{
- int i;
- int j = 0;
-
- for (i = 0; i < INVEN_WIELD; i++)
- {
- object_type *o_ptr = &p_ptr->inventory[i];
-
- /* Count the magic essences */
- if (o_ptr->k_idx && (o_ptr->tval == TV_BATERIE) && (o_ptr->sval == SV_BATERIE_MAGIC)) j += o_ptr->number;
- }
-
- /* Abort if not enough essences. */
- if (j < num) return FALSE;
-
- /* Consume them */
- i = 0;
- j = num;
- while (i < INVEN_WIELD)
- {
- object_type *o_ptr = &p_ptr->inventory[i];
-
- if (o_ptr->k_idx && (o_ptr->tval == TV_BATERIE) && (o_ptr->sval == SV_BATERIE_MAGIC))
- {
- /* This can lead to invalid object pointer for objects
- * that come after the magic essences. Therefore, every
- * artifactable object should come before the essences.
- */
- j -= o_ptr->number;
- inc_stack_size(i, -num);
- num = j;
- if (num <= 0) break;
- /* Stay on this slot; do not increment i. */
- }
- else
- {
- /* Move on to the next slot. */
- i++;
- }
- }
-
- /* Sanity check. */
- if (num > 0)
- {
- msg_format("ERROR: Couldn't destroy %d essences!", num);
- return FALSE;
- }
-
- return TRUE;
-}
-
-
-void do_cmd_create_artifact(object_type *q_ptr)
-{
- int max, i = 0, j, cur_set = 0, abord = FALSE, done = FALSE;
- int skill;
- s32b exp = 0;
-
- char out_val[160];
- char choice = 0;
- bool_ lockpval = FALSE;
- int pval;
- int oldpval;
- energy_use = 100;
-
- pval = q_ptr->pval;
- oldpval = pval;
- skill = get_skill(SKILL_ALCHEMY);
-
- if ( !pval )
- pval = 1;
- /* No activation added on this round */
- activation_select = 0;
-
- /* Save the current flags */
- for (i = 0 ; a_select_flags[i].group ; i++)
- {
- if ( a_select_flags[i].flag < 0 || a_select_flags[i].group > 5)
- continue;
-
- flags_select[i] = 0;
-
- switch (a_select_flags[i].flag / 32)
- {
- case 0:
- if (q_ptr->art_flags1 & 1 << (a_select_flags[i].flag % 32)) flags_select[i] = -1;
- break;
- case 1:
- if (q_ptr->art_flags2 & 1 << (a_select_flags[i].flag % 32)) flags_select[i] = -1;
- break;
- case 2:
- if (q_ptr->art_flags3 & 1 << (a_select_flags[i].flag % 32)) flags_select[i] = -1;
- break;
- case 3:
- if (q_ptr->art_flags4 & 1 << (a_select_flags[i].flag % 32)) flags_select[i] = -1;
- break;
- case 4:
- if (q_ptr->art_flags5 & 1 << (a_select_flags[i].flag % 32)) flags_select[i] = -1;
- break;
- case 5:
- if (q_ptr->art_esp & 1 << (a_select_flags[i].flag % 32)) flags_select[i] = -1;
- break;
- default:
- /*This will not be hit, inspite of activations, because of the <= 5 above...*/
- break;
- }
- /*
- this would learn about ALL flags....
- if(wizard)
- alchemist_known_artifacts[a_select_flags[i].flag/32] = 0xffffffffL;
- */
-
- /* Set various flags if they haven't *ID*'d an artifact with this flag set.*/
- if ( !(alchemist_known_artifacts[a_select_flags[i].flag / 32] & (1 << (a_select_flags[i].flag % 32)) ))
- {
- /* If this item has an ability that depends on pval which the player
- * cannot set, don't allow them to change the pval either. */
- if ( a_select_flags[i].pval && flags_select[i])
- lockpval = TRUE;
-
- /* Set the color and set-ablitity of this flag */
- if ( flags_select[i] )
- flags_select[i] = -3;
- else
- flags_select[i] = -2;
- continue;
- }
- else if ( skill < a_select_flags[i].level )
- {
- /* If the alchemist has not passed the skill level for this flag,
- Set this flag as unsettable.
- */
- if ( flags_select[i])
- lockpval = TRUE;
- else
- flags_select[i] = -4;
- }
- }
-
- /* Save the screen */
- character_icky = TRUE;
- Term_save();
- Term_clear();
-
-
- /* Everlasting love ... ... nevermind :) */
- while ( !done && !abord)
- {
- c_prt((q_ptr->exp - exp > 0) ? TERM_L_GREEN : TERM_L_RED, format("Experience left: %ld", q_ptr->exp - exp), 2, 0);
-
- /* Display the menu, but don't display it if we just
- * displayed a message (it erases the screen, creating a blink message */
- if ( cur_set < 6 || cur_set == 7 )
- show_levels();
-
- c_prt((q_ptr->exp - exp > 0) ? TERM_L_GREEN : TERM_L_RED, format("Experience left: %ld", q_ptr->exp - exp), 2, 0);
-
- prt("Enter to accept, Escape to abort", 1, 0);
-
- abord = !get_com("Play around with which group of powers?[a-g]", &choice);
-
- if ( choice == ESCAPE)
- abord = TRUE;
-
- if ( abord )
- continue; /*or break, same diff */
-
- if ( isalpha(choice))
- {
- if (isupper(choice))
- choice = tolower(choice);
- cur_set = A2I(choice);
- }
- else
- {
- bell();
- continue;
- }
-
- if ( cur_set == 5 )
- {
- if (q_ptr->xtra2 && !activation_select
- && !get_check("This item already activates! Choose a different activation?")) continue;
- select_an_activation();
- exp = get_flags_exp(pval, oldpval);
- continue;
- }
- if ( cur_set == 6 )
- {
- msg_print("This option is not available");
- continue;
- }
- if ( cur_set == 7 )
- {
- artifact_display_or_use(pval, oldpval, FALSE);
- continue;
- }
- if ( cur_set == 8 )
- {
- if (q_ptr->exp - exp < 0)
- msg_print("Not enough experience for the flags you've selected.");
- else
- done = TRUE;
- continue;
- }
-
- if (cur_set < 0 || cur_set > 4 )
- {
- bell();
- continue;
- }
-
-
- while (!done && !abord)
- {
- /* Chose the flags */
- exp = 0;
- max = show_flags(cur_set, pval);
- exp = get_flags_exp(pval, oldpval);
- c_prt((q_ptr->exp - exp > 0) ? TERM_L_GREEN : TERM_L_RED, format("Experience left: %ld", q_ptr->exp - exp), 2, 0);
-
- /* Build a prompt (accept all flags) */
- if (max <= 26)
- {
- /* Build a prompt (accept all flags) */
- strnfmt(out_val, 78, "(Flags %c-%c, I,D to change power level) Add/Remove which flag? ",
- I2A(0), I2A(max - 1));
- }
- else
- {
- strnfmt(out_val, 78, "(Flags %c-%c, I,D to change power level) Add/Remove which flag? ",
- I2A(0), '0' + max - 27);
- }
- c_prt(TERM_L_BLUE, format("Power(I/D to increase/decrease): %d", pval), 3, 0);
-
- /* Get a spell from the user */
- while (!(done = !get_com(out_val, &choice)))
- {
- if (choice == 'I')
- {
- if ( lockpval )
- {
- msg_print("You cannot do that - you don't know how!");
- continue;
- }
- if (q_ptr->exp - exp < 0)
- {
- msg_print("Not enough experience. Decrease power or deselect flags.");
- continue;
- }
- pval++;
- break;
- }
- else if (choice == 'D')
- {
- if ( lockpval )
- {
- msg_print("You cannot do that - you don't know how!");
- continue;
- }
- pval--;
- if (pval < oldpval) pval = oldpval;
- break;
- }
- else if (choice == '\r' || choice == ESCAPE || choice == ' ')
- {
- done = TRUE;
- break;
- }
- else if (isalpha(choice))
- {
- /* Lowercase */
- if (isupper(choice)) choice = tolower(choice);
-
- /* Extract request */
- i = (islower(choice) ? A2I(choice) : -1);
- }
- else
- {
- i = D2I(choice) + 26;
-
- /* Illegal */
- if (i < 26) i = -1;
- }
-
- /* Totally Illegal */
- if ((i < 0) || (i >= max))
- {
- bell();
- continue;
- }
- else
- {
- /*Find the i'th flag in group cur_set...*/
- for ( j = 0 ; a_select_flags[j].group ; j++)
- if (a_select_flags[j].group == cur_set + 1)
- if (!i--) break;
-
- if ( flags_select[j] == -4 )
- {
- msg_format("You need at least %d skill in alchemy.",
- a_select_flags[j].level);
- continue;
- }
- if ( flags_select[j] != 0 && flags_select[j] != 1)
- {
- bell();
- continue;
- }
- if (flags_select[j]) flags_select[j] = 0;
- else if (!flags_select[j])
- {
- if (q_ptr->exp - exp < 0)
- {
- msg_print("Not enough experience. Decrease power or deselect flags.");
- continue;
- }
- flags_select[j] = 1;
- }
- break;
- }
- }
- }/*sub-screen select and redraw loop*/
- done = FALSE;
- Term_clear();
- }/* main screen (flag select screen) select and redraw loop*/
-
- /* Abort if not enough experience, or no flags added */
- if ( q_ptr->exp - exp < 0 || exp == 0 )
- abord = TRUE;
-
- /* Display the recipe, or use up the essences.
- * Note that this has to be done before the screen
- * is restored. This is because it's also called from
- * within the loop to display the required items. */
- if ( !abord )
- if (!artifact_display_or_use(pval, oldpval, TRUE))
- abord = TRUE;
-
- /* Restore the screen */
- Term_load();
- character_icky = FALSE;
-
- /* Return if abort, or missing ingredients */
- if ( abord )
- return;
-
- /* Actually create the artifact */
- q_ptr->exp -= exp;
- q_ptr->art_flags4 &= ~TR4_ART_EXP;
- q_ptr->pval = pval;
-
- /* Just to be sure */
- q_ptr->art_flags3 |= ( TR3_IGNORE_ACID | TR3_IGNORE_ELEC |
- TR3_IGNORE_FIRE | TR3_IGNORE_COLD );
-
- {
- int now = 0, before = 0;
- char dummy_name[80];
- char new_name[80];
-
- /* Apply the flags */
- for (i = 0; a_select_flags[i].group ; i++)
- {
- if (flags_select[i] < 0)
- before++;
- else if ( flags_select[i] == 1)
- {
- now++;
- switch (a_select_flags[i].flag / 32)
- {
- case 0:
- q_ptr->art_flags1 |= 1 << (a_select_flags[i].flag % 32);
- break;
- case 1:
- q_ptr->art_flags2 |= 1 << (a_select_flags[i].flag % 32);
- break;
- case 2:
- q_ptr->art_flags3 |= 1 << (a_select_flags[i].flag % 32);
- break;
- case 3:
- q_ptr->art_flags4 |= 1 << (a_select_flags[i].flag % 32);
- break;
- case 4:
- q_ptr->art_flags5 |= 1 << (a_select_flags[i].flag % 32);
- break;
- case 5:
- q_ptr->art_esp |= 1 << (a_select_flags[i].flag % 32);
- break;
- default:
- msg_print("error: this code can't ever be hit!");
- }
- }
- }
-
- if ( activation_select )
- {
- q_ptr->art_flags3 |= TR3_ACTIVATE;
- q_ptr->xtra2 = activation_select;
- }
-
-
- /* Set the 'show modifier' flag */
- q_ptr->art_flags3 |= TR3_SHOW_MODS;
-
- /* For temporary items, set a timeout.
- * alchemist_skill^2 for now */
- if ( q_ptr->art_flags5 & TR5_TEMPORARY )
- {
- int lev = get_skill(SKILL_ALCHEMY);
- q_ptr->timeout = lev * lev * 3;
- }
-
- /* Describe the new artifact */
- object_out_desc(q_ptr, NULL, FALSE, TRUE);
-
-
- /* Name the new artifact */
- strcpy(dummy_name, "of an Alchemist");
- if (!(get_string("What do you want to call the artifact? ", dummy_name, 80)))
- strcpy(new_name, "of an Alchemist");
- else
- {
- if ((strncmp(dummy_name, "of ", 3) == 0) ||
- (strncmp(dummy_name, "Of ", 3) == 0) ||
- ((dummy_name[0] == '\'') &&
- (dummy_name[strlen(dummy_name) - 1] == '\'')))
- {
- strcpy(new_name, dummy_name);
- }
- else
- {
- strcpy(new_name, "called '");
- strcat(new_name, dummy_name);
- strcat(new_name, "'");
- }
- }
- /* Identify it fully */
- object_aware(q_ptr);
- object_known(q_ptr);
-
- /* Mark the item as fully known */
- q_ptr->ident |= (IDENT_MENTAL);
- q_ptr->ident |= IDENT_STOREB; /* This will be used later on... */
-
- /* Save the inscription */
- q_ptr->art_name = quark_add(new_name);
- q_ptr->found = OBJ_FOUND_SELFMADE;
-
- done = FALSE;
- while (!done && get_com("Do you want to let this item continue to gain experience?", &choice))
- {
- switch (choice)
- {
- case 'y':
- case 'Y':
- if (magic_essence(get_skill(SKILL_ALCHEMY)))
- q_ptr->art_flags4 |= TR4_ART_EXP;
- else
- msg_format("Oh, NO! You don't have enough magic essences. You needed %d.", get_skill(SKILL_ALCHEMY));
- done = TRUE;
- break;
- case 'n':
- case 'N':
- q_ptr->exp = 0;
- done = TRUE;
- break;
- }
- }
-
- /* Cycle through the p_ptr->inventory, and optimize everything.
- * This wasn't done earlier, because if we had, then
- * things in the p_ptr->inventory would shift around, and q_ptr
- * wouldn't point to the right thing. BUT, at this point
- * we don't need q_ptr anymore, so optimizing the p_ptr->inventory
- * becomes sane. Sticky bug to figure out, let me tell you.
- * Note also that this is cycling backwards - this is so
- * that the same effect doesn't cause us to skip items. */
- for ( i = INVEN_WIELD - 1 ; i >= 0 ; i-- )
- inven_item_optimize(i);
- }
-
- /* Window stuff */
- p_ptr->window |= (PW_INVEN | PW_EQUIP);
-}
-
-/*
- * Test to see if this tval/sval combo is in the alchemists'
- * recipes as a createable item. Used to determine if we
- * should extract from it.
- */
-static bool_ alchemist_exists(int tval, int sval, int ego, int artifact)
-{
- int al_idx;
-
- /* To prevent conflicts with recipes for ego-items.
- * artifact not used, simplifies the loop below. */
- if ((tval == 1) || artifact)
- return FALSE;
-
- /*Search for recipes with this tval/sval combo as the final result*/
- for (al_idx = 0 ; al_idx < max_al_idx ; al_idx++)
- {
- int rtval = alchemist_recipes[al_idx].tval;
- int rsval = alchemist_recipes[al_idx].sval;
-
- /* Accept ego wands and staves since ego is extracted last */
- if (((!ego || tval == TV_WAND || tval == TV_STAFF) && rtval == tval && rsval == sval) ||
- ( ego && rtval == 1 && rsval == ego))
- {
- return TRUE;
- }
- }
- return FALSE;
-}
-
-
-/*
- * Hook to determine if an object can have things extracted from it.
- */
-bool item_tester_hook_extractable(object_type const *o_ptr)
-{
-
- /* No artifacts */
- if (artifact_p(o_ptr))
- {
- return false;
- }
-
- /* No cursed things */
- if (cursed_p(o_ptr))
- {
- return false;
- }
-
- /* If we REALLY wanted to rebalance alchemists,
- * we'd test for 'fully identified this object kind' here.
- */
- return ((o_ptr->tval == TV_ROD_MAIN && o_ptr->pval != 0)
- || alchemist_exists(o_ptr->tval, o_ptr->sval, o_ptr->name2, o_ptr->name1));
-}
-
-/*
- * Hook to determine if an object is empowerable (NOT rechargeable)
- */
-static bool item_tester_hook_empower(object_type const *o_ptr)
-{
- int sval = -1;
- int lev = get_skill(SKILL_ALCHEMY);
- /* after level 25, can empower ego items to create artifacts
- * and double ego items.
- * after level 50, can empower artifacts to create powerful artifacts
- */
-
- /* Never Empower a cursed item */
- if ( cursed_p(o_ptr))
- {
- return false;
- }
-
- /* Allow finalizing a self created artifact */
- if (artifact_p(o_ptr)
- && (o_ptr->art_flags4 & TR4_ART_EXP)
- && !(o_ptr->art_flags4 & TR4_ULTIMATE))
- return true;
-
- switch ( o_ptr->tval)
- {
- /* Empowerable objects: Traditional alchemist stuff */
- case TV_WAND:
- sval = SV_WAND_NOTHING;
- break;
- case TV_RING:
- sval = SV_RING_NOTHING;
- break;
- case TV_STAFF:
- sval = SV_STAFF_NOTHING;
- break;
- case TV_BOTTLE:
- sval = 1;
- break;
- case TV_AMULET:
- sval = SV_AMULET_NOTHING;
- break;
- case TV_SCROLL:
- sval = SV_SCROLL_NOTHING;
- break;
- case TV_ROD:
- sval = SV_ROD_NOTHING;
- break;
- case TV_ROD_MAIN:
- sval = -1;
- break;
- case TV_BOOK:
- sval = -1;
- break;
-
- /* Ego item stuff */
- /* Disallow ego dragon armour before you can create artifacts.*/
- case TV_DRAG_ARMOR:
- if ( lev < 25)
- return false;
- /* FALL THROUGH! no break here. */
-
- /* weapons */
-
- case TV_DAEMON_BOOK:
- case TV_SWORD:
- case TV_HAFTED:
- case TV_POLEARM:
- case TV_AXE:
- case TV_MSTAFF:
-
- /* misc other items */
- case TV_BOW:
- case TV_BOOMERANG:
- case TV_INSTRUMENT:
- case TV_DIGGING:
- case TV_LITE:
-
- /* Ammo */
- case TV_SHOT:
- case TV_ARROW:
- case TV_BOLT:
-
- /* Armor of various sorts */
- case TV_BOOTS:
- case TV_GLOVES:
- case TV_HELM:
- case TV_CROWN:
- case TV_SHIELD:
- case TV_CLOAK:
- case TV_SOFT_ARMOR:
- case TV_HARD_ARMOR:
-
- /* Disallow ANY creation of ego items below level 5*/
- if ( lev < 5)
- return false;
-
- /* empowering an ego item creates an artifact or a
- * double ego item, disallow below level 25 */
- if ( lev < 25 && o_ptr->name2)
- return false;
-
- /* Disallow double-ego and artifact unless the character has
- * the artifact creation ability. */
- if (!has_ability(AB_CREATE_ART) &&
- (artifact_p(o_ptr) || (o_ptr->name2 && o_ptr->name2b)))
- return false;
-
- /* Otherwise... */
- return true;
-
- default:
- return false;
- }
-
- /* Return to the traditional alchemist objects.
- * All ego items and artifacts returning TRUE are accepted as artifactable
- * at level 25. If we want double ego non wieldable items (Fireproof Staff
- * of Plenty) the artifactable test in do_cmd_alchemist() must be changed,
- * e.g. checking if the item is wearable.
- * For now, we disallow non-wearable ego-items and artifacts here.
- */
-
- if ((o_ptr->name2 || artifact_p(o_ptr)) &&
- o_ptr->tval != TV_RING && o_ptr->tval != TV_AMULET)
- return false;
-
- /* return true if it's a 'of nothing' item;
- * does nothing for TV_ROD_MAIN and TV_BOOK
- */
- return (sval == o_ptr->sval
-
- /* or if it's artifactable */
- || ((lev >= 50 || (lev >= 25 && !artifact_p(o_ptr))) &&
- (o_ptr->tval == TV_RING || o_ptr->tval == TV_AMULET))
-
- /* or if it's egoable (note that normal egos start at level 5, wands and such start at 15) */
- || (!o_ptr->name2 && lev >= 15));
-}
-
-/* Extract a rod tip from a rod */
-static void rod_tip_extract(object_type *o_ptr)
-{
- object_type *q_ptr;
- object_type forge;
-
- /* Get local object */
- q_ptr = &forge;
-
- /* Paranoia, return if it's a rod of nothing */
- if (o_ptr->pval == SV_ROD_NOTHING)
- return;
-
- /* Extract the rod tip */
- object_prep(q_ptr, lookup_kind(TV_ROD, o_ptr->pval));
-
- q_ptr->number = o_ptr->number;
-
- object_aware(q_ptr);
- object_known(q_ptr);
- (void)inven_carry(q_ptr, FALSE);
-
- /* Remove it from the rod */
- o_ptr->pval = SV_ROD_NOTHING;
-
- /* Window stuff */
- p_ptr->window |= (PW_INVEN);
-}
-
-
-/* Begin & finish an art */
-static void do_cmd_toggle_artifact(object_type *o_ptr)
-{
- char o_name[80];
-
- if (!(o_ptr->art_flags4 & TR4_ART_EXP))
- {
- bool_ okay = TRUE;
-
- msg_print("Creating an artifact will result into a permanent loss of 10 hp.");
- if (!get_check("Are you sure you want to do that?")) return;
-
- if (!magic_essence(get_skill(SKILL_ALCHEMY)))
- {
- msg_format("You need %d magic essences.", get_skill(SKILL_ALCHEMY));
- return;
- }
-
- /* Description */
- object_desc(o_name, o_ptr, FALSE, 0);
-
- if (o_ptr->number > 1)
- {
- msg_print("Not enough energy to enchant more than one object!");
- msg_format("%d of your %s %s destroyed!", (o_ptr->number) - 1, o_name, (o_ptr->number > 2 ? "were" : "was"));
- o_ptr->number = 1;
- }
- okay = TRUE;
-
- if (!okay) return;
-
- /* he/she got warned */
- p_ptr->hp_mod -= 10;
-
- /* Ok toggle it */
- o_ptr->art_flags4 |= TR4_ART_EXP;
- o_ptr->name2 = 0;
- o_ptr->name2b = 0;
- o_ptr->art_name = quark_add("Becoming");
-
- /* Copy the object_kind flags to the artifact flags.
- * Note that this is only needed so that flags set in the
- * 'kind' area are visible when finalizing the artifact.
- */
- {
- u32b f1, f2, f3, f4, f5, esp;
-
- object_flags(o_ptr, &f1, &f2, &f3, &f4, &f5, &esp);
-
- o_ptr->art_flags1 |= f1;
- o_ptr->art_flags2 |= f2;
- o_ptr->art_flags3 |= f3;
- o_ptr->art_flags4 |= f4;
- o_ptr->art_flags5 |= f5;
- o_ptr->art_esp |= esp;
- }
-
- p_ptr->update |= (PU_HP);
- p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
- }
- else
- {
- do_cmd_create_artifact(o_ptr);
- }
-}
-
-/*
- * Test to see if they have all the ingredients to create an item.
- * (doesn't count base item)
- * creates 'tocreate' items (may be -1, but no more than that!)
- * if tocreate=0, will return true if the player has enough
- * in their p_ptr->inventory to empower that item.
- */
-static bool_ alchemist_items_check(int tval, int sval, int ego, int tocreate, bool_ message)
-{
- int al_idx, j;
- bool_ exists = FALSE;
-
-
- for ( al_idx = 0 ; al_idx < max_al_idx ; al_idx++ )
- if ((ego && alchemist_recipes[al_idx].sval == ego
- && alchemist_recipes[al_idx].tval == 1 )
- || (!ego && alchemist_recipes[al_idx].sval == sval
- && alchemist_recipes[al_idx].tval == tval))
- {
- exists = TRUE;
- /* Create the essences */
- if (tocreate > 0)
- {
- object_type forge;
- object_type *o_ptr = &forge;
-
- object_wipe(o_ptr);
- object_prep(o_ptr, lookup_kind(TV_BATERIE, alchemist_recipes[al_idx].sval_essence));
- o_ptr->number = alchemist_recipes[al_idx].qty * tocreate;
- /* Don't bother with apply_magic */
-
- /* Randomly decrease the number of essences created */
- if ( randint(3) == 1
- && randint(52) > get_skill(SKILL_ALCHEMY))
- o_ptr->number /= randint(2) + 1;
- if ( o_ptr->number == 0)
- continue;
- object_aware(o_ptr);
- object_known(o_ptr);
- if (inven_carry_okay(o_ptr))
- {
- int i;
- inven_carry(o_ptr, FALSE);
- for (i = 0; i < INVEN_WIELD ; i++)
- if (p_ptr->inventory[i].tval == o_ptr->tval && p_ptr->inventory[i].sval == o_ptr->sval)
- {
- if ( message )
- inven_item_describe(i);
- break;
- }
-
- }
- else
- drop_near(o_ptr, 0, p_ptr->py, p_ptr->px);
-
- o_ptr->ident |= IDENT_STOREB;
- }
- else if ( tocreate < -1)
- {
- /*It's not valid to create more than one
- * thing at a time, so if it's less than -1,
- * it must be time to display a recipe
- */
- msg_format("%d essences of %d",
- alchemist_recipes[al_idx].qty,
- al_idx);
- }
- else /* Destroy the essences (tocreate == -1)
- * or check for existence(tocreate == 0)*/
- {
- int rqty = alchemist_recipes[al_idx].qty;
- for (j = 0; j < INVEN_WIELD; j++)
- {
- object_type *o_ptr = &p_ptr->inventory[j];
- if (o_ptr->k_idx
- && (o_ptr->tval == TV_BATERIE )
- && (o_ptr->sval == alchemist_recipes[al_idx].sval_essence )
- && (o_ptr->number >= rqty ))
- {
- /* At this point, the item is required, destroy it. */
- if ( tocreate )
- {
- inc_stack_size_ex(j, 0 - rqty, OPTIMIZE, message ? DESCRIBE : NO_DESCRIBE);
- }
-
- /* When we find enough of the item, break out of the
- * 'search through the p_ptr->inventory' loop */
- break;
- }
- }
- if ( j == INVEN_WIELD)
- /* This ingredient was not found, cannot do recipe */
- return FALSE;
- }/*destroying items, or just checking for existence */
- }
- return exists;
-}
-
-/* This function lists all the ingredients
- * needed to create something.
- */
-static void alchemist_display_recipe(int tval, int sval, int ego)
-{
- int al_idx;
- int row = 1, col = 15;
- char o_name[80];
- char ch;
- object_type *o_ptr, forge;
-
- /* Display the ingredients for a recipe */
- for ( al_idx = 0 ; al_idx < max_al_idx ; al_idx++ )
- if ((ego && alchemist_recipes[al_idx].sval == ego
- && alchemist_recipes[al_idx].tval == 1 )
- || (!ego && alchemist_recipes[al_idx].sval == sval
- && alchemist_recipes[al_idx].tval == tval))
- {
- int qty = alchemist_recipes[al_idx].qty;
- c_prt(TERM_GREEN,
- format(" %d essence%s %s ", qty,
- qty > 1 ? "s" : "",
- k_info[lookup_kind(TV_BATERIE, alchemist_recipes[al_idx].sval_essence)].name),
- row++, col);
- }
-
- c_prt(TERM_WHITE, " ", row++, col);
-
- if (!ego)
- {
- /* Find the name of that object */
- o_ptr = &forge;
- object_prep(o_ptr, lookup_kind(tval, sval));
- o_ptr->name2 = ego;
- apply_magic(o_ptr, get_skill(SKILL_ALCHEMY) * 2, FALSE, FALSE, FALSE, boost::make_optional(0));
- object_aware(o_ptr);
- object_known(o_ptr);
- /* the 0 mode means only the text, leaving off any numbers */
- object_desc(o_name, o_ptr, FALSE, 0);
- }
- else
- {
- /* Display the ego item name */
- strcpy(o_name, e_info[ego].name);
- }
-
- /* Display a short message about it, and wait for a key. */
- (void)get_com(format("ingredients needed to create a %s", o_name), &ch);
-
-}
-
-/*
- The select array is a simple array of 'use this char to select item x'
- It has 88 items (three columns of 20 each)
- selectitem is initilized with the reverse mappings:
- selectitem[selectchar[x]] == x is always true.
- */
-char selectchar[] = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789!@#$%^&*():;,.<=>[]{}/=?+'~";
-byte selectitem[256];
-
-void strip_and_print(const char *str, int color, int num)
-{
- int row = 2 + (num % 20), col = 40 * (num / 20);
- int ch, max_len = 0;
- char buf[80];
- char *string;
-
- if (num > 60)
- {
- msg_print("Attempting to display too many items!");
- return;
- }
- ch = selectchar[num];
- if (selectitem[ch] != num)
- {
- int i;
- for ( i = 0 ; i < 256 ; i++)
- selectitem[i] = 0xff;
- for ( i = 0 ; selectchar[i] ; i++)
- selectitem[(byte)selectchar[i]] = i;
- }
-
- /* Skip past leading characters */
- while ((*str == ' ') || (*str == '&')) str++;
-
- /* Copy useful chars */
- for (string = buf; *str; str++)
- if (*str != '~') *string++ = *str;
-
- /* Terminate the new name */
- *string = '\0';
-
- /* strip the name down to size
- if (76-col < (signed)max_len)
- max_len = 76-col;
- else
- max_len = 30-6;*/
- max_len = 39;
-
- string = buf;
- if (strlen(string) > (unsigned)max_len)
- string = string + (strlen(string) - max_len);
-
- /* Print it */
- c_prt(color, format("[%c] %s", ch, string), row, col);
-}
-
-/* Display a list of known recipies that can be made with
- * materials on hand (including the passed tval). Also
- * calls the recipe_display function, if requested by the
- * player or there aren't enough essences to make the
- * requested object.
- *
- * Note: sval is ignored if !ego, tval is the only determinant
- * of what recipies are available otherwise.
- *
- * This function needs to be able to scroll a list, because
- * there are SO MANY potions. :)
- */
-static int alchemist_recipe_select(int *tval, int sval, int ego, bool_ recipe)
-{
- int i, mod40 = 0, num, max_num = 0;
-
- cptr tval_desc2 = "";
- char ch;
- bool_ done = FALSE;
-
- int choice[60];
- int validc[60];
-
- const char *string;
-
-
- /* Save and clear the screen */
- character_icky = TRUE;
- Term_save();
- Term_clear();
-
- /* Base object type chosen, fill in tval */
- for ( num = 0 ; num < 40 ; num ++)
- if (tvals[num].tval == *tval)
- {
- tval_desc2 = tvals[num].desc;
- }
-
- while (!done)
- {
- Term_clear();
- if (ego)
- {
- /* Find matching ego items */
- for (num = 0, i = 1; (num < 40) && (i < max_e_idx) ; i++)
- {
- int j;
- ego_item_type *e_ptr = &e_info[i];
-
- /* Skip if unknown ego type */
- if ( !(alchemist_known_egos[i / 32] & (1 << (i % 32))))
- continue;
-
- /* search in permitted tvals/svals for allowed egos */
- for ( j = 0 ; j < 6 ; j ++ )
- if ( e_ptr->tval[j] == *tval
- && sval >= e_ptr->min_sval[j]
- && sval <= e_ptr->max_sval[j])
- {
- int color = TERM_GREEN;
-
- /*Reject if not opposite end of name
- prefixes only on postfix egos,
- postfixes only on prefix egos.
- */
- if (ego != -1 && e_ptr->before == e_info[ego].before)
- continue;
-
- /*Color it red of the alchemist doesn't have the essences to create it*/
- if (!alchemist_items_check(*tval, 0, i, 0, TRUE))
- color = TERM_RED;
-
- /* add this ego to the list*/
- strip_and_print(e_info[i].name, color, num);
- validc[num] = color;
- choice[num++] = i;
- break;
- }
- }
- }
- else
- {
- char skipped = 0;
- num = 0;
- if (mod40 != 0)
- {
- strip_and_print("--MORE--", TERM_WHITE, num);
- validc[num] = TERM_WHITE;
- choice[num++] = -1;
- }
-
- for (i = 1; (num < 39) && (i < max_k_idx); i++)
- {
- object_kind *k_ptr = &k_info[i];
-
- /* Analyze matching items */
- if (k_ptr->tval == *tval || (k_ptr->tval == TV_POTION2 && *tval == TV_POTION))
- {
- char color = TERM_GREEN;
- /* Hack -- Skip instant artifacts */
- if (k_ptr->flags3 & (TR3_INSTA_ART)) continue;
-
- /*Don't display recipes that the alchemist doesn't know about*/
- if (!k_ptr->know && !wizard) continue;
-
- /*Skip recipes that are somehow known, but don't exist*/
- if (!alchemist_exists(k_ptr->tval, k_ptr->sval, 0, 0))
- continue;
-
- /* Skip the first 39 if they hit 'more' */
- if (skipped++ < mod40*39)
- continue;
-
- /* Color 'unable to create' items different */
- if (!alchemist_items_check(k_ptr->tval, k_ptr->sval, 0, 0, TRUE))
- color = TERM_RED;
-
- /* Acquire the "name" of object "i" */
- /* and print it in it's place */
- strip_and_print(k_ptr->name, color, num);
-
- /* Remember the object index */
- validc[num] = color;
- choice[num++] = i;
- }
- }
- if (num == 39)
- {
- strip_and_print("--MORE--", TERM_WHITE, num);
- validc[num] = TERM_WHITE;
- choice[num++] = -1;
- }
- }
-
- /* We need to know the maximal possible remembered object_index */
- max_num = num;
- string = "What Kind of %s? (* to see recipe) [%c-%c,*]";
- num = 0xff;
-
- /* Pretend they're all undoable if we where called to display recipes */
- if (recipe)
- {
- for ( num = 0 ; num < max_num ; num++)
- if (validc[num] != TERM_WHITE) validc[num] = TERM_RED;
- string = "show which %s recipe? [%c-%c]";
- }
-
- while (num == 0xff || num >= max_num)
- {
- ch = selectchar[max_num - 1];
- /* Choose! */
- if ( max_num == 0 || !get_com(format(string, tval_desc2, selectchar[0], ch), &ch))
- {
- break;
- }
-
- /* Extra breaks for recipe */
- if (recipe && (ch == '\r' || ch == ' ' || ch == ESCAPE ))
- break;
-
- /* Analyze choice */
- num = selectitem[(byte)ch];
-
- /* Pretend that we don't have enough essences for anything */
- if (ch == '*' )
- {
- for ( num = 0 ; num < max_num ; num++)
- if (validc[num] != TERM_WHITE) validc[num] = TERM_RED;
- string = "Show which %s recipe? [%c-%c]";
- }
- }
- if ( num == 0xff || max_num == 0 || num >= max_num)
- break;
-
- if ( validc[num] == TERM_WHITE )
- {
- if (num == 0)
- mod40--;
- else
- mod40++;
- if ( mod40 < 0)
- mod40 = 0;
- continue;
- }
-
- /* If we don't have enough essences, or user asked for recipes */
- if ( validc[num] != TERM_GREEN )
- {
- /* Display the recipe */
- if (ego)
- alchemist_display_recipe(*tval, sval, choice[num]);
- else
- alchemist_display_recipe(k_info[choice[num]].tval, k_info[choice[num]].sval, 0);
- }
- else
- done = TRUE;
-
- }/*while(!done)*/
-
- /* Restore screen contents */
- Term_load();
- character_icky = FALSE;
-
- /* User abort, or no choices */
- if (max_num == 0 || num == 0xff || num >= max_num)
- {
- if (max_num == 0)
- msg_print("You don't know of anything you can make using that.");
- return ( -1);
- }
- if ( validc[num] != TERM_GREEN )
- return ( -1);
-
- /* And return successful */
- if ( ego )
- return choice[num];
-
- /* Set the tval, should be the same unless they selected a potion2 */
- if (*tval != k_info[choice[num]].tval && *tval != TV_POTION)
- msg_print("Coding error: tval != TV_POTION");
- *tval = k_info[choice[num]].tval;
- return ( k_info[choice[num]].sval );
-}
-
-/* Display a list of recipes that need a particular essence.
- * Note that we display a list of essences first,
- * so in effect, this is the alchemist's recipe book.
- */
-static void alchemist_recipe_book(void)
-{
- int num, max_num, i, al_idx, bat, kidx;
- int choice[61], choice2[61];
- int mod40;
- bool_ essence[MAX_BATERIE_SVAL + 1];
- char ch;
-
- /* Save and clear the screen */
- character_icky = TRUE;
- Term_save();
-
- while ( TRUE )
- {
- Term_clear();
-
- num = 0;
-
- /* Display bateries */
-
- /* start with assumption that the alchemist knows about no recipes */
- for (i = 0; i < MAX_BATERIE_SVAL + 1 ; i++)
- essence[i] = FALSE;
-
- /* cycle through all alchemist recipes */
- for (al_idx = 0 ; al_idx < max_al_idx ; al_idx++)
- /* if we aren't already going to display this essence */
- if (!essence[alchemist_recipes[al_idx].sval_essence])
- {
-
- /*Note that we don't display artifact recipes here...*/
- /*This is partially because artifacts often require exotic
- ingredients as well */
-
- if (!alchemist_recipes[al_idx].tval)
- continue;
-
- if (alchemist_recipes[al_idx].tval == 1)
- {
- if (alchemist_known_egos[alchemist_recipes[al_idx].sval / 32]
- & (1 << (alchemist_recipes[al_idx].sval % 32)) )
- essence[alchemist_recipes[al_idx].sval_essence] = TRUE;
- continue;
- }
-
- kidx = lookup_kind(alchemist_recipes[al_idx].tval, alchemist_recipes[al_idx].sval);
- if (alchemist_recipes[al_idx].tval != 1 && k_info[kidx].know)
- essence[alchemist_recipes[al_idx].sval_essence] = TRUE;
-
- }
- for (num = 0, i = 0; i < MAX_BATERIE_SVAL + 7 ; i++)
- if (essence[i] || i > MAX_BATERIE_SVAL)
- {
- int kidx = lookup_kind(TV_BATERIE, i);
- if (i > MAX_BATERIE_SVAL)
- {
- switch (i)
- {
- case (MAX_BATERIE_SVAL + 1): strip_and_print("Scrolls", TERM_WHITE, num);
- break;
- case (MAX_BATERIE_SVAL + 2): strip_and_print("Potions", TERM_WHITE, num);
- break;
- case (MAX_BATERIE_SVAL + 3): strip_and_print("Wands", TERM_WHITE, num);
- break;
- case (MAX_BATERIE_SVAL + 4): strip_and_print("Rings", TERM_WHITE, num);
- break;
- case (MAX_BATERIE_SVAL + 5): strip_and_print("Staves", TERM_WHITE, num);
- break;
- case (MAX_BATERIE_SVAL + 6): strip_and_print("Amulets", TERM_WHITE, num);
- break;
- default:
- continue;
- }
- }
- else
- {
- /* add this essence to the list*/
- strip_and_print(k_info[kidx].name, TERM_WHITE, num);
- }
-
- choice[num++] = i;
- }
- max_num = num;
- if ( max_num == 0)
- {
- /*Note that this should never actually happen, as any skill
- at alchemy automatically gets you some recipes, and this
- procedure shouldn't be called for players without alchemist skill
- */
- msg_print("You don't know any recipes!");
- msg_print("You can't be an alchemist without recipes!");
- break;
- }
-
- while (num == 0xff || num >= max_num)
- {
- ch = selectchar[max_num - 1];
- /* Choose! */
- if ( max_num == 0 ||
- !get_com(format("Which Type of Recipe?[a-%c]", selectchar[max_num - 1]), &ch))
- break;
-
- /* Analyze choice - note that the cast to byte prevents overflow*/
- num = selectitem[(byte)ch];
-
- }
- /* This break, and the break for no recipes above,
- are the only exits from this procedure.
- */
- if ( num == 0xff || num >= max_num)
- break;
-
- /* Save the baterie index */
- bat = choice[num];
- num = 0;
-
- /*Display the 'type of object' recipe screen*/
- if (bat > MAX_BATERIE_SVAL)
- {
- int tval;
- switch (bat)
- {
- case MAX_BATERIE_SVAL + 1:
- tval = TV_SCROLL;
- break;
- case MAX_BATERIE_SVAL + 2:
- tval = TV_POTION;
- break;
- case MAX_BATERIE_SVAL + 3:
- tval = TV_WAND;
- break;
- case MAX_BATERIE_SVAL + 4:
- tval = TV_RING;
- break;
- case MAX_BATERIE_SVAL + 5:
- tval = TV_STAFF;
- break;
- case MAX_BATERIE_SVAL + 6:
- tval = TV_AMULET;
- break;
- }
- Term_load();
- alchemist_recipe_select(&tval, 0, FALSE, TRUE);
- Term_save();
- continue;
- }
- mod40 = 0;
- while ( TRUE )
- {
- int skipped;
-
- Term_clear();
- num = 0;
-
- if (mod40)
- {
- strip_and_print("--MORE--", TERM_WHITE, num);
- choice[num] = -2;
- choice2[num++] = 0;
- }
-
- /* Display all items made with this essence */
- for ( al_idx = 0 , skipped = 0 ; al_idx < max_al_idx ; al_idx++)
- if ( alchemist_recipes[al_idx].sval_essence == bat)
- {
- int sval = alchemist_recipes[al_idx].sval;
- int tval = alchemist_recipes[al_idx].tval;
- char names[200] = "";
-
- if (alchemist_recipes[al_idx].tval == 1)
- {
- /* Ego items */
- ego_item_type *e_ptr = &e_info[sval];
- int j, k;
-
- if ( !(alchemist_known_egos[sval / 32] & (1 << (sval % 32))))
- continue;
-
- for ( j = 0 ; j < 6 && e_ptr->tval[j] ; j ++ )
- {
- if ( j > 0 && e_ptr->tval[j] == e_ptr->tval[j - 1])
- continue;
- for ( k = 0; tvals[k].tval; k++)
- if (tvals[k].tval == e_ptr->tval[j])
- {
- strcat(names, tvals[k].desc);
- strcat(names, ", ");
- break;
- }
- }
- strcat(names, e_ptr->name);
- }
- else
- {
- /* Normal Items */
- int kidx = lookup_kind(tval, sval);
- int k;
- if ( !k_info[kidx].know )
- continue;
-
- for ( k = 0; tvals[k].tval; k++)
- if (tvals[k].tval == tval)
- {
- strcat(names, tvals[k].desc);
- break;
- }
- strcat(names, " of ");
- strcat(names, k_info[kidx].name);
-
- }
-
- /*Skip the first mod40 pages of recipes*/
- if (skipped++ < mod40*38)
- continue;
-
- /* add this object kind to the list*/
- strip_and_print(names, TERM_WHITE, num);
- choice[num] = tval;
- choice2[num++] = sval;
- if (num > 38)
- {
- strip_and_print("--MORE--", TERM_WHITE, num);
- choice[num] = -1;
- choice2[num++] = 0;
- break;
- }
-
- }/*Loop through tidx/sidx*/
-
- max_num = num;
- while (num == 0xff || num >= max_num)
- {
- ch = selectchar[max_num - 1];
- /* Choose! */
- if ( max_num == 0 || !get_com(
- format("Examine which recipe?[%c-%c]", selectchar[0], ch)
- , &ch))
- {
- break;
- }
-
- /* Analyze choice */
- num = selectitem[(byte)ch];
- }
-
- if ( choice[num] < 0)
- {
- if (choice[num] < -1)
- mod40--;
- else
- mod40++;
- continue;
- }
-
- if ( num == 0xff || num >= max_num)
- break;
-
- /* Display the recipe */
- if (choice[num] == 1)
- alchemist_display_recipe(0, 0, choice2[num]);
- else
- alchemist_display_recipe(choice[num], choice2[num], 0);
- }
- /*
- break is at top of loop, after essence list
- if( num < 0 || num >= max_num)
- break;
- */
-
- }/*show recipes*/
-
- /* Restore screen contents */
- Term_load();
- character_icky = FALSE;
-}
-
-/* Set the 'known' flags for all objects with a level <= lev
- * This lets the budding alchemist create basic items.
- */
-void alchemist_learn_all(int lev)
-{
- int i;
-
- if ( !get_skill(SKILL_ALCHEMY) )
- return;
-
- /* msg_format("You learn about level %d items",lev); */
-
- for ( i = 0 ; i < max_k_idx ; i++ )
- if ( k_info[i].level <= lev )
- if (alchemist_exists(k_info[i].tval, k_info[i].sval, 0, 0))
- k_info[i].know = TRUE;
-}
-
-void alchemist_learn_ego(int ego)
-{
- int i;
-
- /* some Paranoia*/
- if ( !ego || ego >= max_e_idx )
- return;
-
- /* Get the ego items name */
- const char *name = e_info[ego].name;
- while (strchr(name, ' '))
- name = strchr(name, ' ') + 1;
-
- /* Don't learn about egos without recipes, and
- * always learn about the passed ego item. */
- if (alchemist_exists(0, 0, ego, 0))
- {
- alchemist_known_egos[ego / 32] |= (1 << (ego % 32));
- }
- else
- {
- return;
- }
-
- /* Don't mass learn about egos that have no name. */
- if ( name[0] == 0 )
- {
- return;
- }
-
- /* Look through all ego's for matching name */
- /* Note that the original ego is marked here too */
- for ( i = 0 ; i < max_e_idx ; i++ )
- if ( strstr(e_info[i].name, name) != NULL /*Last word of name exists in this ego's name*/
- && alchemist_exists(0, 0, i, 0) /*There exists a recipe for this*/
- && !(alchemist_known_egos[i / 32] & (1 << (i % 32)) ) ) /*Not already known*/
- {
- alchemist_known_egos[i / 32] |= (1 << (i % 32));
- }
-
- return;
-}
-
-/* Alchemist has learned about a new item.
- * Learn about not only it, but ALL egos with the
- * same name.
- */
-int alchemist_learn_object(object_type *o_ptr)
-{
-
- /* Allow alchemist to create this item,
- and.. learn about it even if the player
- doesn't currently have the alchemy skill
- */
- k_info[o_ptr->k_idx].know = TRUE;
-
- /* Not Paranoia, identify_fully calls this always */
- if ( !get_skill(SKILL_ALCHEMY) )
- return FALSE;
-
- if ( artifact_p(o_ptr) )
- {
- char o_name[80];
- u32b f1, f2, f3, f4, f5, esp;
- object_flags(o_ptr, &f1, &f2, &f3, &f4, &f5, &esp);
-
- /* Randarts and normal artifacts both*/
- alchemist_known_artifacts[0] |= f1;
- alchemist_known_artifacts[1] |= f2;
- alchemist_known_artifacts[2] |= f3;
- alchemist_known_artifacts[3] |= f4;
- alchemist_known_artifacts[4] |= f5;
- alchemist_known_artifacts[5] |= esp;
-
- object_desc(o_name, o_ptr, 1, 0);
- msg_format("You learn all about the abilities of %s!", o_name);
- }
- if (o_ptr->name2)
- alchemist_learn_ego(o_ptr->name2);
-
- if (o_ptr->name2b)
- alchemist_learn_ego(o_ptr->name2b);
-
- return (TRUE);
-}
-
-/* Alchemist has gained a level - set the ego flags
- * for all egos <= lev/4.
- */
-static void alchemist_gain_level(int lev)
-{
- object_type forge;
- object_type *o_ptr = &forge;
-
- if ( lev == 0)
- {
- /* Learn about potions of Detonation */
- k_info[417].know = TRUE;
- }
- if ( lev == 5)
- {
- int ego;
- int egos[] = {
- 7/*armor of resist fire*/
- , 18/*shield of resist fire*/
- , 74/*shocking weapon*/
- , 75/*fiery weapon*/
- , 76/*frozen weapon*/
- , 77/*Venomous weapon*/
- , 78/*Chaotic weapon*/
- , 115/*projectile of venom*/
- , 116/*projectile of Acid*/
- , 122/*projectile of flame*/
- , 123/*projectile of frost*/
- , 137/*Lite of fearlessness*/
- , 0 /*terminator*/
- };
- object_wipe(o_ptr);
- /* learn about some basic ego items */
- /* Note that this is just to get you started. */
- for ( ego = 0 ; egos[ego] ; ego++)
- {
- o_ptr->name2 = egos[ego];
- alchemist_learn_object(o_ptr);
- }
- msg_print("You recall your old master teaching you about elemental item infusing.");
- }
- if ( lev == 10)
- {
- /*For 'hard rooms' Players only, learn about diggers.*/
- if (ironman_rooms)
- {
- msg_print("There's gotta be an easier way to get into all these vaults!");
- object_wipe(o_ptr);
- o_ptr->name2 = 101; /* Ego item, 'of digging' */
- alchemist_learn_object(o_ptr);
- }
- }
- if ( lev == 25)
- {
- msg_print("You recall your old master reminiscing about legendary infusings");
- msg_print("and the Philosophers' stone.");
-
- /* No auto-learn on artifacts - by this level, you'll have *ID*'d several */
- }
- if ( lev == 25)
- {
- msg_print("You wonder about shocking daggers of slay evil.");
- }
- if ( lev == 50)
- {
- /* learn about Temporary item creation */
- /* Note that this is the ONLY way to learn this,
- because spells which create a temporary item
- also fully ID it. */
- alchemist_known_artifacts[4] |= TR5_TEMPORARY;
- msg_print("It suddenly occurs to you that artifacts don't *HAVE* to be permanent...");
- }
-
- /* Every Four Levels, learn about items that are
- * less than that.
- * Note that this isn't a significant effect after the
- * first few levels, as the level at which you are learning
- * things here quickly drops behind the level at which you
- * are finding items.
- */
- if ( (lev & 0x3) != 0 )
- return;
- lev = (lev >> 2) + 1;
- alchemist_learn_all(lev);
-
-}
-
-/* This, in combination with some code in loadsave.c,
- insures that alchemist_gain_level is called EXACTLY
- once with each possible value during the characters
- lifetime.
- */
-void alchemist_check_level()
-{
- u32b lev = get_skill(SKILL_ALCHEMY);
- if ( alchemist_gained > lev )
- return;
- /*Paranoia*/
- if ( !lev )
- return;
- while ( alchemist_gained <= lev )
- alchemist_gain_level(alchemist_gained++);
-}
-
-/*
- * do_cmd_cast calls this function if the player's class
- * is 'alchemist'.
- */
-void do_cmd_alchemist(void)
-{
- int item, ext = 0;
- int value, basechance;
- int askill;
- bool_ repeat = 0;
- char ch;
-
- object_type *o_ptr, *q_ptr;
- object_type forge, forge2;
- byte carry_o_ptr = FALSE;
-
- /* With the new skill system, we can no longer depend on
- * check_exp to handle the changes and learning involved in
- * gaining levels.
- * So we'll have to check for it here.
- */
- alchemist_check_level();
- askill = get_skill(SKILL_ALCHEMY);
-
-
- q_ptr = &forge;
-
- o_ptr = &p_ptr->inventory[INVEN_HANDS];
- if ((o_ptr->tval != TV_GLOVES) || (o_ptr->sval != SV_SET_OF_LEATHER_GLOVES))
- {
- msg_print("You must wear gloves in order to do alchemy.");
- return;
- }
-
- if (p_ptr->confused)
- {
- msg_print("You are too confused!");
- return;
- }
-
- while (TRUE)
- {
- if (!get_com("[P]ower, [R]echarge or [L]eech an item, [E]xtract essences, or recipe [B]ook?", &ch))
- {
- ext = 0;
- break;
- }
- if (ch == ' ' )
- {
- ext = 0;
- break;
- }
- if (ch == 'P' || ch == 'p')
- {
- ext = 1;
- break;
- }
- if (ch == 'E' || ch == 'e')
- {
- ext = 2;
- break;
- }
- if (ch == 'R' || ch == 'r')
- {
- ext = 3;
- break;
- }
- if (ch == 'L' || ch == 'l')
- {
- ext = 2;
- repeat = 1;
- break;
- }
- if (ch == 'B' || ch == 'b')
- {
- ext = 4;
- break;
- }
- }
-
- /**********Add a power*********/
- if (ext == 1)
- {
- int i, qty, tval, sval = 0, ego = 0;
- char o_name[200];
-
- /* Get an item */
- if (!get_item(&item,
- "Empower which item? ",
- "You have no empowerable items.",
- (USE_INVEN | USE_FLOOR), item_tester_hook_empower)) return;
-
- /* Get the item */
- o_ptr = get_object(item);
-
- /* Create an artifact from an ego or double ego item,
- * from a previous artifact, or finish an artifact
- */
- if ((askill >= 25) && (artifact_p(o_ptr) || o_ptr->name2) && has_ability(AB_CREATE_ART))
- {
- if (get_check("Create an artifact?"))
- {
- do_cmd_toggle_artifact(o_ptr);
- return;
- }
- /* Don't change artifacts or double ego items further */
- else if (artifact_p(o_ptr) || (o_ptr->name2 && o_ptr->name2b))
- return;
- }
- /*Ok, now we have the item, so we can now pick recipes.
- Note: No recipe is known unless we have 'extracted' from
- that object type. I.E. the 'know' flag (also greater identify)
- is set.
- */
-
- /* Here we're not setting what kind of ego item it IS,
- * where' just deciding that it CAN be an ego item */
- if ( o_ptr->name2 ) /* creating a DUAL ego */
- ego = TRUE;
- if ( o_ptr->tval < 40 && o_ptr->tval != TV_BOTTLE)
- ego = TRUE;
- if ( o_ptr->tval == TV_ROD_MAIN || o_ptr->tval == TV_DAEMON_BOOK || o_ptr->tval == TV_BOOK)
- ego = TRUE;
-
- sval = o_ptr->sval;
- if (!ego)
- {
- switch ( o_ptr->tval)
- {
- case TV_WAND:
- sval = SV_WAND_NOTHING;
- break;
- case TV_RING:
- sval = SV_RING_NOTHING;
- break;
- case TV_STAFF:
- sval = SV_STAFF_NOTHING;
- break;
- case TV_BOTTLE:
- sval = 1;
- break;
- case TV_AMULET:
- sval = SV_AMULET_NOTHING;
- break;
- case TV_SCROLL:
- sval = SV_SCROLL_NOTHING;
- break;
- case TV_ROD:
- sval = SV_ROD_NOTHING;
- break;
- }
- }
- if ( o_ptr->sval != sval )
- ego = TRUE;
-
- tval = o_ptr->tval;
- sval = o_ptr->sval;
-
- /*HACK - bottles don't have the same tval as potions*/
- /*Everything else will have the same tval after empowering*/
- if (tval == TV_BOTTLE) tval = TV_POTION;
- if (ego)
- if (o_ptr->name2)
- ego = alchemist_recipe_select(&tval, sval, o_ptr->name2, FALSE);
- else
- ego = alchemist_recipe_select(&tval, sval, -1, FALSE);
- else
- sval = alchemist_recipe_select(&tval, 0, 0, FALSE);
-
- if ( sval < 0 || ego < 0)
- return;
-
- /* Check to make sure we have enough essences */
- /* theoretically this is taken care of by recipe_select*/
- /* but we'll double check just for paranoia. */
- if (!alchemist_items_check(tval, sval, ego, 0, TRUE))
- {
- msg_print("You do not have enough essences.");
- return;
- }
-
- /* Take a turn */
- energy_use = 100;
-
- /* Use up the essences */
- (void)alchemist_items_check(tval, sval, ego, -1, TRUE);
-
- /* Enchant stacks of ammunition at a time */
- if ( o_ptr->tval == TV_SHOT || o_ptr->tval == TV_ARROW || o_ptr->tval == TV_BOLT )
- {
- qty = 1;
- while (qty < o_ptr->number && alchemist_items_check(tval, sval, ego, -1, FALSE))
- qty++;
- }
- else
- qty = 1;
-
- /* Copy the object */
- q_ptr = &forge;
- object_copy(q_ptr, o_ptr);
-
- if ( o_ptr->tval == TV_WAND)
- {
- /* distribute charges on wands */
- q_ptr->pval = o_ptr->pval / o_ptr->number;
- o_ptr->pval -= q_ptr->pval;
- }
-
- o_ptr = q_ptr;
- o_ptr->number = qty;
- carry_o_ptr = TRUE;
-
- /* Destroy the initial object */
- inc_stack_size(item, -qty);
-
-
- if ( ego )
- {
- int pval, pval2;
- s32b pval3;
-
- pval = o_ptr->pval;
- pval2 = o_ptr->pval2;
- pval3 = o_ptr->pval3;
-
- if (o_ptr->name2)
- o_ptr->name2b = ego;
- else
- o_ptr->name2 = ego;
- o_ptr->pval = randint(e_info[ego].max_pval - 1) + 1;
- /* dilemma - how to prevent creation of cursed items,
- * without allowing the creation of artifacts?
- * We can't, unless we want to finalize the ego flags ourselves.
- */
- apply_magic(o_ptr, askill * 2, FALSE, FALSE, FALSE);
- /* Remember what the old pval was, so that we can re-apply it. */
- if ( o_ptr->tval == TV_WAND
- || o_ptr->tval == TV_RING
- || o_ptr->tval == TV_AMULET
- || o_ptr->tval == TV_STAFF)
- {
- o_ptr->pval = pval;
- o_ptr->pval2 = pval2;
- o_ptr->pval3 = pval3;
- }
- else if (o_ptr->tval == TV_ROD_MAIN)
- {
- o_ptr->pval = pval;
- }
- else if ((o_ptr->tval == TV_BOOK) && (o_ptr->sval == 255))
- {
- o_ptr->pval = pval;
- }
- else if (o_ptr->tval == TV_SHOT
- || o_ptr->tval == TV_ARROW
- || o_ptr->tval == TV_BOLT)
- {
- o_ptr->pval2 = pval2;
- }
- else if (o_ptr->tval == TV_INSTRUMENT)
- {
- o_ptr->pval2 = pval2;
- }
-
- /* Calculate failure rate, lev=val/2500+5 */
- value = MIN(e_info[o_ptr->name2].cost, 50000);
- if (o_ptr->name2b) value += MIN(e_info[o_ptr->name2b].cost, 50000);
- basechance = (value / 1000 + 5 - get_skill_scale(SKILL_ALCHEMY, 100) ) * 10;
- if ( basechance < 0) basechance = 0;
- if ( basechance > 100) basechance = 100;
-
- value = object_value_real(o_ptr);
-
- }
- else /* not an ego item */
- {
- o_ptr = &forge;
- object_wipe(o_ptr);
- object_prep(o_ptr, lookup_kind(tval, sval));
- apply_magic(o_ptr, askill * 2, FALSE, FALSE, FALSE, boost::make_optional(0));
- if ( o_ptr->tval == TV_WAND || o_ptr->tval == TV_STAFF)
- o_ptr->pval = 0;
- value = object_value_real(o_ptr);
-
- basechance = k_info[o_ptr->k_idx].level - askill * 2;
- basechance *= 10;
-
- /* Can't fail more that 100% of the time... */
- if (basechance > 100)
- basechance = 100;
- /* Always success in creation of potion of detonations */
- if (o_ptr->tval == TV_POTION && o_ptr->sval == SV_POTION_DETONATIONS)
- {
- basechance /= 10;
- }
- }
-
- /* Use up gold to create items */
- /* this has the effect of making the alchemist
- chronically short of funds, unless he finds the
- philosopher's stone. It also means the easiest
- things to make are 'bad', like a potion of
- detonations...
- */
- /* Problem - to restrictive. We need something
- which requires less money. But at the same time,
- we don't want an 'easy cash' situation. Maybe something
- like '10% * level difference', meaning at skill level 5,
- level one items are free? But egos are frequently level
- zero! Maybe egos are forced to level 25? with a cost ceiling?
- I mean, Potions and scrolls are really the problem causing the
- 'easy cash' situation, it's ego items. Ego items require
- relatively few essences, and the rewards are HUGE. Most powerful
- potions and scrolls require rare essences. Maybe force all egos
- to require a magic essence? But then you'd get lots of magic
- from distilling them. Maybe consumed in the creation? then when
- you got a powerful item, you could make one ego item...
- But if making things doesn't take gold, what about the cash
- does the Philosopher's stone do?
- Time*/
-
- if (basechance > 0 && value)
- {
- char string[80];
- string[0] = '0';
- string[1] = 0;
-
- msg_format("The chance of success is only %d%%!", 100-basechance);
- get_string("How much gold do you want to add?", string, 50);
- i = atoi(string);
- /* Note: don't trust the user to enter a positive number... */
- if ( i < 0)
- i = 0;
- if ( i > p_ptr->au)
- i = p_ptr->au;
-
- if (i)
- {
- basechance = basechance - (i * 20) / value;
- msg_format("The chance of success improved to %d%%.", 100-basechance);
- }
-
- if (randint(100) < basechance )
- /*creation failed, even with the extra gold...*/
- carry_o_ptr = FALSE;
-
- /* Redraw gold */
- p_ptr->au -= i;
- p_ptr->redraw |= (PR_FRAME);
- }
-
- /* Set fully identified
- * After all, the player just made it...
- */
- object_aware(o_ptr);
- object_known(o_ptr);
- o_ptr->ident |= IDENT_MENTAL;
- o_ptr->found = OBJ_FOUND_SELFMADE;
-
- object_desc(o_name, o_ptr, FALSE, 0);
-
- if ( carry_o_ptr)
- {
- msg_format("You have successfully created %s %s",
- (o_ptr->number > 1 ? "some" : (is_a_vowel(o_name[0]) ? "an" : "a")),
- o_name);
-
- if (inven_carry_okay(o_ptr))
- inven_carry(o_ptr, FALSE);
- else
- {
- drop_near(o_ptr, 0, p_ptr->py, p_ptr->px);
- msg_format("You drop the %s", o_name);
- }
- carry_o_ptr = FALSE;
- }
- else /* don't carry, or in other words... */
- {
- int level = k_info[o_ptr->k_idx].level;
- if (o_ptr->name1) /* created ego item */
- level += e_info[o_ptr->name2].level;
-
- msg_format("Your attempt backfires! Your %s explodes!", o_name);
- take_hit(damroll(3, level - askill ) , "Alchemical Explosion");
- p_ptr->redraw |= (PR_FRAME);
- }
-
- /* Combine / Reorder the pack (later) */
- p_ptr->notice |= (PN_COMBINE | PN_REORDER);
-
- /* Window stuff */
- p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
-
- /* Optimize the entire p_ptr->inventory - needed because we
- don't know how many essences where used, and we may
- have 'used up' a wielded item as well.
- */
- for ( item = 0 ; item < INVEN_TOTAL ; item++ )
- inven_item_optimize(item);
-
- /**********Extract a power*********/
- }
- else if (ext == 2)
- {
- int ego;
- bool_ discharge_stick = FALSE;
-
- /* s_ptr holds the empty items */
- object_type *s_ptr = NULL;
- bool_ carry_s_ptr = FALSE;
-
- /* Get an item */
- if (!get_item(&item,
- "Extract from which item? ",
- "You have no item to extract power from.",
- (USE_INVEN | USE_FLOOR),
- item_tester_hook_extractable)) return;
-
- /* Get the item */
- o_ptr = get_object(item);
-
- /* This is to prevent creating magic essences by extracting
- * from a recharged wand of dragon breath or something.
- */
- if (( o_ptr->tval == TV_WAND || o_ptr->tval == TV_STAFF )
- && o_ptr->art_flags4 & TR4_RECHARGED)
- {
- msg_print("You cannot extract essences after it's been magically recharged.");
- return;
- }
-
- /* Take a turn */
- energy_use = 100;
-
- /* Handle Rods before the loop, since they don't stack */
- if (o_ptr->tval == TV_ROD_MAIN && o_ptr->pval != SV_ROD_NOTHING)
- {
- rod_tip_extract(o_ptr);
- return;
- }
-
- do
- { /* Repeat (for leech command) */
-
- /* Create the items.
- * we don't care if they drop to the ground,
- * and if no action was taken, return
- */
- ego = 0;
- if ( o_ptr->name2)
- ego = o_ptr->name2;
-
- /* For ego staves and wands (not of nothing), discharge before extracting the ego */
- discharge_stick = (o_ptr->pval > 0 &&
- ((o_ptr->tval == TV_STAFF && o_ptr->sval != SV_STAFF_NOTHING) ||
- (o_ptr->tval == TV_WAND && o_ptr->sval != SV_WAND_NOTHING)));
- if (discharge_stick)
- ego = 0;
-
- if (!alchemist_items_check(o_ptr->tval, o_ptr->sval, ego, 1, TRUE))
- {
- msg_print("You cannot extract anything from that item.");
- return;
- }
-
- if (o_ptr->name2b && !alchemist_items_check(o_ptr->tval, o_ptr->sval, o_ptr->name2b, 1, TRUE))
- {
- /* do nothing - if the second ego can't be extracted
- because there is no recipe for it, simply destroy it
- */
- }
-
- /* Once in three times, learn how to make the item */
- /* Sorry for the complicated if! Basically, if it's an
- * unknown regular item or an unknown ego item, there's
- * a one in 3 chance that it'll be id'd */
- if (((!ego && !k_info[o_ptr->k_idx].know)
- || (ego && !(alchemist_known_egos[ego / 32] & (1 << (ego % 32)))))
- && randint(3) == 1)
- {
- msg_print("While destroying it, you gain insight into this item.");
- /* If over level 10, the player has a chance of 'greater ID'
- * on extracted items
- */
- if (askill > 9)
- object_out_desc(o_ptr, NULL, FALSE, TRUE);
- alchemist_learn_object(o_ptr);
- }
-
- /* Always learn what kind of thing it is */
- object_known(o_ptr);
- object_aware(o_ptr);
-
- /* If it's a wand or staff with charges (but not of nothing),
- * decrease number of charges, unstacking if needed.
- * Otherwise, create the 'of nothing' item and destroy the old one.
- */
- if (discharge_stick)
- {
- /* Unstack staves */
- if ((o_ptr->tval == TV_STAFF) && (o_ptr->number > 1))
- {
- /* Create one local copy of the staff */
- q_ptr = &forge2;
- object_copy(q_ptr, o_ptr);
-
- /* Modify quantity */
- q_ptr->number = 1;
-
- /* Unstack the copied staff */
- o_ptr->number--;
-
- /* Use the local copy of the staff */
- o_ptr = q_ptr;
- carry_o_ptr = TRUE;
- }
- /* remove one charge */
- o_ptr->pval--;
- }
- else
- {
- /* Create the empty, plain item */
- /* If the item was already created, increase the number */
- if (carry_s_ptr)
- {
- s_ptr->number++;
- }
- else
- {
- /* Otherwise we must create a local copy of the empty item */
- int tval, sval;
- bool_ create_item = TRUE;
-
- tval = o_ptr->tval;
- if ( !ego && (tval == TV_POTION || tval == TV_POTION2))
- tval = TV_BOTTLE;
-
- sval = o_ptr->sval;
-
- if (!ego)
- {
- switch ( tval)
- {
- case TV_WAND:
- sval = SV_WAND_NOTHING;
- break;
- case TV_RING:
- sval = SV_RING_NOTHING;
- break;
- case TV_STAFF:
- sval = SV_STAFF_NOTHING;
- break;
- case TV_BOTTLE:
- sval = 1;
- break;
- case TV_AMULET:
- sval = SV_AMULET_NOTHING;
- break;
- case TV_SCROLL:
- sval = SV_SCROLL_NOTHING;
- break;
- case TV_ROD:
- sval = SV_ROD_NOTHING;
- break;
- default:
- create_item = FALSE;
- }
- }
-
- if (create_item)
- {
- /* Create the empty item */
- s_ptr = &forge;
- object_wipe(s_ptr);
- object_prep(s_ptr, lookup_kind(tval, sval));
- s_ptr->number = 1;
-
- /* Force creation of non ego non cursed */
- apply_magic(s_ptr, 0, FALSE, FALSE, FALSE, boost::make_optional(0));
-
- /* Hack -- remove possible curse */
- if (cursed_p(s_ptr))
- {
- s_ptr->art_flags3 &= ~(TR3_CURSED | TR3_HEAVY_CURSE);
- s_ptr->ident &= ~(IDENT_CURSED);
- }
-
- /* Restore pvals (e.g. charges ==0) of the item */
- if (ego && ((tval == TV_WAND) || (tval == TV_STAFF) ||
- (tval == TV_RING) || (tval == TV_AMULET)))
- {
- s_ptr->pval = o_ptr->pval;
- s_ptr->pval2 = o_ptr->pval2;
- s_ptr->pval3 = o_ptr->pval3;
- }
- /* Restore the spell stored in a random book */
- else if ((o_ptr->tval == TV_BOOK) && (o_ptr->sval == 255))
- {
- s_ptr->pval = o_ptr->pval;
- }
- /* Restore the type of explosive ammo */
- else if (o_ptr->tval == TV_SHOT || o_ptr->tval == TV_ARROW
- || o_ptr->tval == TV_BOLT)
- {
- s_ptr->pval2 = o_ptr->pval2;
- }
- /* Restore the music stored in an instrument */
- else if (o_ptr->tval == TV_INSTRUMENT)
- {
- s_ptr->pval2 = o_ptr->pval2;
- }
-
- object_aware(s_ptr);
- object_known(s_ptr);
- s_ptr->ident |= IDENT_STOREB;
-
- /* The empty item will be added to the p_ptr->inventory later */
- carry_s_ptr = TRUE;
- }
- }
-
- /* Now, we can delete the original (leeched) object.
- * Is o_ptr an p_ptr->inventory / floor item or a local copy?
- */
- if (!carry_o_ptr)
- {
- /* Break the leech-loop if it was the last item */
- if (o_ptr->number == 1)
- repeat = 0;
-
- inc_stack_size(item, -1);
- }
- else
- {
- /* Forget the local object */
- carry_o_ptr = FALSE;
-
- /* reset o_ptr to the original stack,
- * which contains at least another item */
- o_ptr = get_object(item);
- }
- }
- }
- while ( repeat == 1);
-
- /* If we carry empty items, add them to the p_ptr->inventory */
- if (carry_s_ptr)
- inven_carry(s_ptr, TRUE);
-
- /* Combine / Reorder the pack (later) */
- p_ptr->notice |= (PN_COMBINE | PN_REORDER);
-
- /* Window stuff */
- p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
-
- /******* Recharge an item *******/
- }
- else if (ext == 3)
- {
- int item;
-
- /* Get an item */
- if (!get_item(&item,
- "Recharge which item? ",
- "You have no rechargable items.",
- (USE_INVEN | USE_FLOOR),
- item_tester_hook_recharge()))
- {
- return;
- }
-
- /* Get the item */
- o_ptr = get_object(item);
-
- /* Make sure we have enough essences to recharge this */
- if (!alchemist_items_check(o_ptr->tval, o_ptr->sval, 0, 0, TRUE))
- {
- msg_print("You don't have the essences to recharge this item.");
- return;
- }
-
- /* Take a turn */
- energy_use = 100;
-
- /* Destroy the essences */
- (void)alchemist_items_check(o_ptr->tval, o_ptr->sval, 0, -1, TRUE);
-
- if ((o_ptr->tval == TV_STAFF) && (o_ptr->number > 1))
- {
- /* Unstack staves */
- /* Get local object */
- q_ptr = &forge2;
-
- /* Obtain a local object */
- object_copy(q_ptr, o_ptr);
-
- /* Modify quantity */
- q_ptr->number = 1;
-
- /* Unstack the used item */
- o_ptr->number--;
-
- o_ptr = q_ptr;
- carry_o_ptr = TRUE;
- }
- o_ptr->pval++;
- }
- else if ( ext == 4)
- {
- alchemist_recipe_book();
- }
- /* Just in case - */
- if (carry_o_ptr)
- {
- /* the o_ptr item was probably an unstacked staff
- * Anyway, we need to add it to the p_ptr->inventory */
- if (inven_carry_okay(o_ptr))
- inven_carry(o_ptr, TRUE);
- else
- drop_near(o_ptr, 0, p_ptr->py, p_ptr->px);
- }
-}
-
-
-/*
* Command to ask favors from your god.
*/
void do_cmd_pray(void)
diff --git a/src/cmd7.hpp b/src/cmd7.hpp
index da96bb5..162e546 100644
--- a/src/cmd7.hpp
+++ b/src/cmd7.hpp
@@ -15,8 +15,6 @@ extern void do_cmd_summoner(void);
extern void do_cmd_mindcraft(void);
extern void do_cmd_mimic(void);
extern void use_ability_blade(void);
-extern int alchemist_learn_object(object_type *o_ptr);
-extern void do_cmd_alchemist(void);
extern void do_cmd_beastmaster(void);
extern void do_cmd_powermage(void);
extern void do_cmd_possessor(void);
diff --git a/src/defines.h b/src/defines.h
index 2c05acf..ee875b6 100644
--- a/src/defines.h
+++ b/src/defines.h
@@ -434,7 +434,6 @@
/* XXX */
#define MKEY_MINDCRAFT 2
#define MKEY_ANTIMAGIC 3
-#define MKEY_ALCHEMY 5
#define MKEY_MIMIC 6
#define MKEY_NECRO 7
#define MKEY_POWER_MAGE 8
@@ -1192,8 +1191,6 @@
#define TV_SKELETON 1 /* Skeletons ('s') */
#define TV_BOTTLE 2 /* Empty bottles ('!') */
-/* XXX */
-#define TV_BATERIE 4 /* For the Alchemists */
#define TV_SPIKE 5 /* Spikes ('~') */
#define TV_MSTAFF 6 /* Mage Staffs */
#define TV_CHEST 7 /* Chests ('~') */
@@ -1844,27 +1841,6 @@
#define SV_FOOD_GREAT_HEALTH 41
#define SV_FOOD_FORTUNE_COOKIE 42
-/* The "sval" codes for TV_BATERIE */
-#define SV_BATERIE_POISON 1
-#define SV_BATERIE_EXPLOSION 2
-#define SV_BATERIE_TELEPORT 3
-#define SV_BATERIE_COLD 4
-#define SV_BATERIE_FIRE 5
-#define SV_BATERIE_ACID 6
-#define SV_BATERIE_LIFE 7
-#define SV_BATERIE_CONFUSION 8
-#define SV_BATERIE_LITE 9
-#define SV_BATERIE_CHAOS 10
-#define SV_BATERIE_TIME 11
-#define SV_BATERIE_MAGIC 12
-#define SV_BATERIE_XTRA_LIFE 13
-#define SV_BATERIE_DARKNESS 14
-#define SV_BATERIE_KNOWLEDGE 15
-#define SV_BATERIE_FORCE 16
-#define SV_BATERIE_LIGHTNING 17
-#define SV_BATERIE_MANA 18
-#define MAX_BATERIE_SVAL 18
-
/* The "sval" codes for TV_CORPSE */
#define SV_CORPSE_CORPSE 1
#define SV_CORPSE_SKELETON 2
@@ -2687,7 +2663,6 @@
#define TR4_LITE2 0x04000000L /* lite radius 2 */
#define TR4_LITE3 0x08000000L /* lite radius 3 */
#define TR4_FUEL_LITE 0x10000000L /* fuelable lite */
-#define TR4_ART_EXP 0x20000000L /* Will accumulate xp */
#define TR4_CURSE_NO_DROP 0x40000000L /* The obj wont be dropped */
#define TR4_NO_RECHARGE 0x80000000L /* Object Cannot be recharged */
#define TR4_NULL_MASK 0xFFFFFFFCL
@@ -3434,14 +3409,6 @@
#define INIT_POSITION 0x10
/*
- * Alchemists defines
- */
-#define MAX_ALCHEMIST_RECIPES 20
-#define ALCHEMIST_ENCHANT_DAM 0x01
-#define ALCHEMIST_ENCHANT_PVAL 0x02
-#define ALCHEMIST_ENCHANT_AC 0x04
-
-/*
* Fate
*/
#define MAX_FATES 200
@@ -3852,7 +3819,6 @@
#define AB_MAX_BLOW2 4
#define AB_AMMO_CREATION 5
#define AB_DEATH_TOUCH 6
-#define AB_CREATE_ART 7
#define AB_FAR_REACHING 8
#define AB_TRAPPING 9
#define AB_UNDEAD_FORM 10
diff --git a/src/flags_group.hpp b/src/flags_group.hpp
index f71e370..bdf5216 100644
--- a/src/flags_group.hpp
+++ b/src/flags_group.hpp
@@ -3,7 +3,7 @@
#include "h-basic.h"
/**
- * For level gaining artifacts, artifact creation, ...
+ * For level gaining artifacts
*/
struct flags_group
{
diff --git a/src/help.cc b/src/help.cc
index 29ebf03..a6d8307 100644
--- a/src/help.cc
+++ b/src/help.cc
@@ -23,27 +23,26 @@
#include "variable.hpp"
#define DESC_MAX 14
-#define TRIGGERED_HELP_MAX 19
+#define TRIGGERED_HELP_MAX 18
#define HELP_VOID_JUMPGATE 0
#define HELP_FOUNTAIN 1
#define HELP_FOUND_OBJECT 2
#define HELP_FOUND_ALTAR 3
#define HELP_FOUND_STAIR 4
-#define HELP_GET_ESSENCE 5
-#define HELP_GET_RUNE 6
-#define HELP_GET_ROD 7
-#define HELP_GET_ROD_TIP 8
-#define HELP_GET_TRAP_KIT 9
-#define HELP_GET_DEVICE 10
-#define HELP_WILDERNESS 11
-#define HELP_GAME_TOME 12
-#define HELP_GAME_THEME 13
-#define HELP_1ST_LEVEL 14
-#define HELP_20TH_LEVEL 15
-#define HELP_ID_SPELL_ITM 16
-#define HELP_MELEE_SKILLS 17
-#define HELP_MON_ASK_HELP 18
+#define HELP_GET_RUNE 5
+#define HELP_GET_ROD 6
+#define HELP_GET_ROD_TIP 7
+#define HELP_GET_TRAP_KIT 8
+#define HELP_GET_DEVICE 9
+#define HELP_WILDERNESS 10
+#define HELP_GAME_TOME 11
+#define HELP_GAME_THEME 12
+#define HELP_1ST_LEVEL 13
+#define HELP_20TH_LEVEL 14
+#define HELP_ID_SPELL_ITM 15
+#define HELP_MELEE_SKILLS 16
+#define HELP_MON_ASK_HELP 17
/**
* Game started?
@@ -157,7 +156,6 @@ context_help_type subrace_table[] =
context_help_type class_table[] =
{
/* ToME */
- { "Alchemist", "c_alchem.txt", 0 },
{ "Archer", "c_archer.txt", 0 },
{ "Assassin", "c_assass.txt", 0 },
{ "Axemaster", "c_axemas.txt", 0 },
@@ -234,7 +232,6 @@ context_help_type god_table[] =
context_help_type skill_table[] =
{
{ "Air", "skills.txt", 27 },
- { "Alchemy", "skills.txt", 49 },
{ "Antimagic", "skills.txt", 50 },
{ "Archery", "skills.txt", 8 },
{ "Axe-mastery", "skills.txt", 5 },
@@ -303,7 +300,6 @@ context_help_type ability_table[] =
{ "Extra Max Blow(2)", "ability.txt", 6 },
{ "Ammo creation", "ability.txt", 7 },
{ "Touch of death", "ability.txt", 8 },
- { "Artifact Creation", "ability.txt", 9 },
{ "Far reaching attack", "ability.txt", 10 },
{ "Trapping", "ability.txt", 11 },
{ "Undead Form", "ability.txt", 12 },
@@ -339,11 +335,6 @@ static bool_ trigger_found_stairs(void *in, void *out) {
return (cave[p->y][p->x].feat == FEAT_MORE);
}
-static bool_ trigger_get_essence(void *in, void *out) {
- hook_get_in *g = (hook_get_in *) in;
- return (g->o_ptr->tval == TV_BATERIE);
-}
-
static bool_ trigger_get_rune(void *in, void *out) {
hook_get_in *g = (hook_get_in *) in;
return ((g->o_ptr->tval == TV_RUNE1) ||
@@ -461,13 +452,6 @@ static triggered_help_type triggered_help[TRIGGERED_HELP_MAX] =
"But be ready to fight what lies within, for it might not be too friendly.",
NULL }
},
- { HELP_GET_ESSENCE,
- HOOK_GET,
- trigger_get_essence,
- { "Ah, an essence! Those magical containers stores energies. They are used",
- "with the Alchemy skill to create or modify the powers of items.",
- NULL }
- },
{ HELP_GET_RUNE,
HOOK_GET,
trigger_get_rune,
diff --git a/src/init1.cc b/src/init1.cc
index 1f2023f..d9ad1cc 100644
--- a/src/init1.cc
+++ b/src/init1.cc
@@ -1,9 +1,7 @@
#include "init1.hpp"
#include "ability_type.hpp"
-#include "alchemist_recipe.hpp"
#include "artifact_type.hpp"
-#include "artifact_select_flag.hpp"
#include "cave.hpp"
#include "cave_type.hpp"
#include "dungeon_info_type.hpp"
@@ -696,7 +694,7 @@ cptr k_info_flags4[] =
"LITE2",
"LITE3",
"FUEL_LITE",
- "ART_EXP",
+ "XXX5",
"CURSE_NO_DROP",
"NO_RECHARGE"
};
@@ -1215,30 +1213,6 @@ d_info_dtypes[] =
{NULL, 0}
};
-/* Essence names for al_info.txt */
-static const char *essence_names[] =
-{
- "No name here", /* can't be matched, sscanf stops at spaces */
- "POISON",
- "EXPLOSION",
- "TELEPORT",
- "COLD",
- "FIRE",
- "ACID",
- "LIFE",
- "CONFUSION",
- "LITE",
- "CHAOS",
- "TIME",
- "MAGIC",
- "EXTRALIFE",
- "DARKNESS",
- "KNOWLEDGE",
- "FORCE",
- "LIGHTNING",
- "MANA",
- ""
-};
static const char *activation_names[] =
{
"NO_ACTIVATION", /* 0*/
@@ -4307,355 +4281,6 @@ errr init_k_info_txt(FILE *fp)
return (0);
}
-/*Get a kind flag, return flag*32+bit number or -1 for unknown*/
-
-int get_k_flag(char *what)
-{
- int i;
-
- /* Check flags1 */
- for (i = 0; i < 32; i++)
- {
- if (streq(what, k_info_flags1[i]))
- return i;
- if (streq(what, k_info_flags2[i]))
- return 1*32 + i;
- if (streq(what, k_info_flags2_trap[i]))
- return 1*32 + i;
- if (streq(what, k_info_flags3[i]))
- return 2*32 + i;
- if (streq(what, k_info_flags4[i]))
- return 3*32 + i;
- if (streq(what, k_info_flags5[i]))
- return 4*32 + i;
- if (streq(what, esp_flags[i]))
- return 5*32 + i;
- }
-
- /* Oops */
- msg_format("Unknown object flag '%s'.", what);
-
- /* Error */
- return ( -1);
-
-}
-
-int get_r_flag(char *what)
-{
- int i;
-
- /* Check flags */
- /* this processes all r_info_flag arrays in parallel.
- Seemed like a good idea at the time..
- */
- for (i = 0; i < 32; i++)
- {
- if (streq(what, r_info_flags1[i]))
- return i;
- if (streq(what, r_info_flags2[i]))
- return 1*32 + i;
- if (streq(what, r_info_flags3[i]))
- return 2*32 + i;
- if (streq(what, r_info_flags4[i]))
- return 3*32 + i;
- if (streq(what, r_info_flags5[i]))
- return 4*32 + i;
- if (streq(what, r_info_flags6[i]))
- return 5*32 + i;
- if (streq(what, r_info_flags7[i]))
- return 6*32 + i;
- if (streq(what, r_info_flags8[i]))
- return 7*32 + i;
- if (streq(what, r_info_flags9[i]))
- return 8*32 + i;
- }
-
- /* Oops */
- msg_format("Unknown race flag '%s'.", what);
-
- /* Error */
- return ( -1);
-}
-int init_al_info_essence(char *essence)
-{
- int i;
- for ( i = 0 ; essence_names[i][0] ; i++)
- if (!strncmp(essence_names[i], essence, 9))
- {
- return i;
- }
- return -1;
-}
-/*
- * Initialize the "al_info" array, by parsing an ascii "template" file
- */
-errr init_al_info_txt(FILE *fp)
-{
- int al_idx = 0, a_idx = 0;
- char *s, *t;
- struct artifact_select_flag *a_ptr = NULL;
- char buf[1024];
-
- /* Not ready yet */
- bool_ okay = FALSE;
-
- /* Just before the first record */
- error_idx = -1;
-
- /* Just before the first line */
- error_line = -1;
-
- /* Parse */
- while (0 == my_fgets(fp, buf, 1024))
- {
- /* Advance the line number */
- error_line++;
-
- /* Skip comments and blank lines */
- if (!buf[0] || (buf[0] == '#')) continue;
-
- /* Verify correct "colon" format */
- if (buf[1] != ':') return (1);
-
- /* Hack -- Process 'V' for "Version" */
- if (buf[0] == 'V')
- {
- int v1, v2, v3;
-
- /* Scan for the values */
- if (3 != sscanf(buf + 2, "%d.%d.%d", &v1, &v2, &v3)) return (2);
-
- /* Okay to proceed */
- okay = TRUE;
-
- /* Continue */
- continue;
- }
-
- /* No version yet */
- if (!okay) return (2);
-
- /* Process 'I' for "Info" (one line only) */
- if (buf[0] == 'I')
- {
- int tval, sval, qty;
-
- /* Scan for the values */
- if (3 != sscanf(buf + 2, "%d:%d:%d",
- &tval, &sval, &qty))
- {
- return (1);
- }
-
- /* ignore everything after the first space. */
- s = strchr(buf, ' ');
- if (s != NULL)
- *s = 0;
-
- /* Save the values */
- alchemist_recipes[al_idx].tval = tval;
- alchemist_recipes[al_idx].sval = sval;
- alchemist_recipes[al_idx].qty = qty;
- alchemist_recipes[al_idx].sval_essence = init_al_info_essence(strrchr(buf, ':') + 1);
- if (alchemist_recipes[al_idx].sval_essence < 0)
- return 5;
-
- al_idx++;
- if (al_idx >= max_al_idx)
- return 7;
- /* Next... */
- continue;
- }
- if (buf[0] == 'a')
- {
- int qty;
- if ( 1 != sscanf(buf + 2, "%d", &qty))
- {
- return (1);
- }
- s = strrchr(buf, ':');
- *(s++) = 0;
- t = strchr(s, ' ');
- *(t++) = 0;
- alchemist_recipes[al_idx].tval = 0;
- alchemist_recipes[al_idx].sval = get_k_flag(s);
- alchemist_recipes[al_idx].qty = qty;
- alchemist_recipes[al_idx].sval_essence = init_al_info_essence(t);
- if (alchemist_recipes[al_idx].sval_essence < 0)
- return 1;
-
- al_idx++;
- if (al_idx >= max_al_idx)
- return 7; /* 7 is an 'out of memory' error */
-
- continue;
- }
- if (buf[0] == 'A')
- {
- int group, level, pval, rtval, rsval, rpval;
- long xp;
- /*Verify that complete description information is
- Recorded for previous Artifact flag
- */
- if (a_ptr
- && (!a_ptr->group || !a_ptr->desc || !a_ptr->item_desc != !a_ptr->rtval)
- )
- return (1);
-
- a_ptr = &a_select_flags[a_idx++];
-
- if ( 7 != sscanf(buf + 2, "%d:%d:%d:%d:%d:%d:%ld",
- &group, &rtval, &rsval, &rpval, &pval, &level, &xp))
- return (1);
- a_ptr->group = group;
- a_ptr->rtval = rtval;
- a_ptr->rsval = rsval;
- a_ptr->rpval = rpval;
- a_ptr->pval = pval;
- a_ptr->level = level;
- a_ptr->xp = xp;
- continue;
- }
-
- /*Anything else here MUST be a artifact flag line*/
- if ( !a_ptr)
- return (3);
-
- if (buf[0] == 'F')
- {
- /* Get the Item flag associated with this */
- a_ptr->flag = get_k_flag(buf + 2);
- if (a_ptr->flag == -1)
- return (1);
- continue;
- }
- if (buf[0] == 'x')
- {
- /* Get the activation name associated with this */
- a_ptr->flag = -get_activation(buf + 2);
- if (a_ptr->flag == 1)
- return (1);
- a_ptr->group = 88;
- a_ptr->pval = 0;
- continue;
- }
- /* Get the race flags associated with this */
- if (buf[0] == 'f')
- {
- char *s, *t;
- int idx = 0;
-
- if ( a_ptr->rflag[0] )
- {
- msg_print("duplicate f: entries for one corpse");
- return (5);
- }
-
- if ( a_ptr->rtval != TV_CORPSE )
- {
- msg_print("f: section for corpse flags only");
- return (5);
- }
- if ( a_ptr->rpval )
- {
- msg_print("Can't specify r_info.txt index with f: section");
- return (5);
- }
-
- /* Parse every entry textually */
- for (s = buf + 2; *s; )
- {
- /* Find the end of this entry */
- for (t = s; *t && (*t != ' ') && (*t != '|'); ++t) /* loop */;
-
- /* Nuke and skip any dividers */
- if (*t)
- {
- *t++ = '\0';
- while ((*t == ' ') || (*t == '|')) t++;
- }
-
- if ( idx > 5 )
- {
- msg_print("Limit on race flags is currently 6");
- return (5);
- }
-
- /* Parse this entry */
- a_ptr->rflag[idx] = get_r_flag(s);
- if (a_ptr->rflag[idx++] == -1)
- return (5);
-
- /* Start the next entry */
- s = t;
- }
-
- /* Next... */
- continue;
- }
-
- /* Process 'p' for "Plural Description" */
- /* Only valid for flag which depend on pval */
- if (buf[0] == 'p')
- {
- /* Reject if doesn't depend on pval */
- if (!a_ptr->pval)
- return (1);
-
- /* Acquire the description */
- s = buf + 2;
-
- /* Copy plural description */
- assert(!a_ptr->item_descp);
- a_ptr->item_descp = my_strdup(s);
-
- /* Next... */
- continue;
- }
-
- /* Process 'D' for "Description" (one line only) */
- if (buf[0] == 'D')
- {
- /* Acquire the description */
- s = buf + 2;
-
- /* Copy description */
- assert(!a_ptr->desc);
- a_ptr->desc = my_strdup(s);
-
- /* Next... */
- continue;
- }
-
- /* Process 'd' for "Item Description" (one line only) */
- if (buf[0] == 'd')
- {
- /* Acquire the name */
- s = buf + 2;
-
- /* Reject if we already have a description */
- if (a_ptr->item_desc)
- return (7);
-
- /* Copy description */
- assert(!a_ptr->item_desc);
- a_ptr->item_desc = my_strdup(s);
-
- /* Next... */
- continue;
- }
-
- /* Oops */
- return (6);
- }
-
- /* No version yet */
- if (!okay) return (2);
-
- /* Success */
- return (0);
-}
-
/*
* Grab one flag in an artifact_type from a textual string
*/
@@ -10619,12 +10244,6 @@ static errr process_dungeon_file_aux(char *buf, int *yval, int *xval, int xvalst
max_a_idx = atoi(zz[1]);
}
- /* Maximum al_idx */
- else if (zz[0][0] == 'a')
- {
- max_al_idx = atoi(zz[1]);
- }
-
/* Maximum e_idx */
else if (zz[0][0] == 'E')
{
diff --git a/src/init1.hpp b/src/init1.hpp
index 69bcec9..766e467 100644
--- a/src/init1.hpp
+++ b/src/init1.hpp
@@ -12,7 +12,6 @@ extern errr init_v_info_txt(FILE *fp);
extern errr init_f_info_txt(FILE *fp);
extern errr init_k_info_txt(FILE *fp);
extern errr init_a_info_txt(FILE *fp);
-extern errr init_al_info_txt(FILE *fp);
extern errr init_ra_info_txt(FILE *fp);
extern errr init_e_info_txt(FILE *fp);
extern errr init_r_info_txt(FILE *fp);
diff --git a/src/init2.cc b/src/init2.cc
index f80b832..35d42a1 100644
--- a/src/init2.cc
+++ b/src/init2.cc
@@ -2,9 +2,7 @@
#include "init2.h"
#include "ability_type.hpp"
-#include "alchemist_recipe.hpp"
#include "alloc_entry.hpp"
-#include "artifact_select_flag.hpp"
#include "artifact_type.hpp"
#include "cave.hpp"
#include "cave_type.hpp"
@@ -600,23 +598,6 @@ namespace {
};
- struct al_info_traits {
-
- static constexpr char const *name = "al_info.txt";
-
- static void allocate()
- {
- alchemist_recipes = make_array<alchemist_recipe>(max_al_idx);
- a_select_flags = make_array<artifact_select_flag>(max_al_idx);
- }
-
- static errr parse(FILE *fp)
- {
- return init_al_info_txt(fp);
- }
-
- };
-
}
template<typename T> static errr init_x_info() {
@@ -1403,10 +1384,6 @@ void init_angband(void)
note("[Initialising arrays... (abilities)]");
if (init_x_info<ab_info_traits>()) quit("Cannot initialise abilities");
- /* Initialise alchemy info */
- note("[Initialising arrays... (alchemy)]");
- if (init_x_info<al_info_traits>()) quit("Cannot initialise alchemy");
-
/* Initialise player info */
note("[Initialising arrays... (players)]");
if (init_x_info<p_info_traits>()) quit("Cannot initialise players");
diff --git a/src/loadsave.cc b/src/loadsave.cc
index 13e4911..c7ebf68 100644
--- a/src/loadsave.cc
+++ b/src/loadsave.cc
@@ -184,7 +184,6 @@ static void do_xtra(int k_idx, ls_flag_t flag)
{
if (k_ptr->aware) tmp8u |= 0x01;
if (k_ptr->tried) tmp8u |= 0x02;
- if (k_ptr->know) tmp8u |= 0x04;
if (k_ptr->artifact) tmp8u |= 0x80;
do_byte(&tmp8u, flag);
@@ -195,7 +194,6 @@ static void do_xtra(int k_idx, ls_flag_t flag)
do_byte(&tmp8u, flag);
k_ptr->aware = ((tmp8u & 0x01) ? TRUE : FALSE);
k_ptr->tried = ((tmp8u & 0x02) ? TRUE : FALSE);
- k_ptr->know = ((tmp8u & 0x04) ? TRUE : FALSE);
k_ptr->artifact = ((tmp8u & 0x80) ? TRUE : FALSE);
return;
}
@@ -586,24 +584,6 @@ static bool_ do_extra(ls_flag_t flag)
do_s16b(&p_ptr->luck_base, flag);
do_s16b(&p_ptr->luck_max, flag);
- /* Found 24 unused bytes here...
- Converted it to be the alchemist's
- known artifact flags.
- Note that the ego flags and the gained levels
- record are recorded here too, but we use the
- _ver_ format to protect save file compatablity.
- Note that the other alchemist knowledge (item types known)
- is stored in do_aux, and is a bit flag in a previously
- unused bit.
- */
- for (i = 0; i < 6 ; ++i)
- do_u32b(&alchemist_known_artifacts[i], flag);
-
- for (i = 0; i < 32 ; ++i)
- do_u32b(&alchemist_known_egos[i], flag);
-
- do_u32b(&alchemist_gained, flag);
-
do_s32b(&p_ptr->au, flag);
do_s32b(&p_ptr->max_exp, flag);
diff --git a/src/object1.cc b/src/object1.cc
index eca2608..c38f225 100644
--- a/src/object1.cc
+++ b/src/object1.cc
@@ -425,7 +425,6 @@ static bool_ object_easy_know(int i)
case TV_SCROLL:
case TV_ROD:
case TV_ROD_MAIN:
- case TV_BATERIE:
{
if (k_ptr->flags3 & TR3_NORM_ART)
return ( FALSE );
@@ -1519,13 +1518,6 @@ void object_desc(char *buf, object_type *o_ptr, int pref, int mode)
break;
}
- case TV_BATERIE:
- {
- modstr = basenm;
- basenm = "& Essence~ of #";
- break;
- }
-
case TV_PARCHMENT:
{
modstr = basenm;
@@ -2011,12 +2003,6 @@ void object_desc(char *buf, object_type *o_ptr, int pref, int mode)
t = object_desc_num(t, o_ptr->elevel);
t = object_desc_chr(t, ')');
}
- if ((f4 & TR4_ART_EXP) && known)
- {
- t = object_desc_str(t, " (Exp:");
- t = object_desc_num(t, o_ptr->exp);
- t = object_desc_chr(t, ')');
- }
/* Hack -- Chests must be described in detail */
if (o_ptr->tval == TV_CHEST)
diff --git a/src/object2.cc b/src/object2.cc
index b0e3336..98d22c2 100644
--- a/src/object2.cc
+++ b/src/object2.cc
@@ -1709,13 +1709,6 @@ bool_ object_similar(object_type const *o_ptr, object_type const *j_ptr)
break;
}
- /* UHH ugly hack for the fireproof quest, sorry */
- case TV_BATERIE:
- {
- if (o_ptr->pval2 != j_ptr->pval2) return (FALSE);
- break;
- }
-
/* Various */
default:
{
@@ -4382,6 +4375,7 @@ static bool kind_is_theme(int k_idx)
prob = match_theme.combat;
break;
case TV_HAFTED:
+ // FIXME: These cases can be shortened drastically
prob = match_theme.combat;
break;
case TV_POLEARM:
@@ -4436,9 +4430,6 @@ static bool kind_is_theme(int k_idx)
case TV_POTION2:
prob = match_theme.magic;
break;
- case TV_BATERIE:
- prob = match_theme.magic;
- break;
case TV_RANDART:
prob = match_theme.magic;
break;
diff --git a/src/object_kind.hpp b/src/object_kind.hpp
index 40a7758..a67d1d6 100644
--- a/src/object_kind.hpp
+++ b/src/object_kind.hpp
@@ -73,8 +73,6 @@ struct object_kind
bool_ tried; /* The player has "tried" one of the items */
- bool_ know; /* extractable flag for the alchemist */
-
u32b esp; /* ESP flags */
u32b oesp; /* Obvious ESP flags */
diff --git a/src/q_fireprof.cc b/src/q_fireprof.cc
index b11c966..c561dbc 100644
--- a/src/q_fireprof.cc
+++ b/src/q_fireprof.cc
@@ -36,22 +36,9 @@ struct fireproof_settings
static fireproof_settings const *fireproof_get_settings()
{
- static fireproof_settings fireproof_settings_tome =
- { TV_BATERIE, "essence", "essences", 18, 12 };
- static fireproof_settings fireproof_settings_theme =
+ static fireproof_settings fireproof_settings =
{ TV_RUNE2, "rune", "runes", 5, 24 };
-
- if (game_module_idx == MODULE_TOME)
- {
- return &fireproof_settings_tome;
- }
- if (game_module_idx == MODULE_THEME)
- {
- return &fireproof_settings_theme;
- }
- /* If we get here we're in trouble. */
- assert(FALSE);
- return NULL;
+ return &fireproof_settings;
}
/* These constants are how many 'points' each type of item will take
diff --git a/src/skills.cc b/src/skills.cc
index 330aa9b..997b3bc 100644
--- a/src/skills.cc
+++ b/src/skills.cc
@@ -1010,9 +1010,6 @@ void do_cmd_activate_skill()
case MKEY_MINDCRAFT:
do_cmd_mindcraft();
break;
- case MKEY_ALCHEMY:
- do_cmd_alchemist();
- break;
case MKEY_MIMIC:
do_cmd_mimic();
break;
diff --git a/src/skills_defs.hpp b/src/skills_defs.hpp
index 59e1f05..1dbdee9 100644
--- a/src/skills_defs.hpp
+++ b/src/skills_defs.hpp
@@ -40,7 +40,6 @@
#define SKILL_SNEAK 35
#define SKILL_STEALTH 36
#define SKILL_DISARMING 37
-#define SKILL_ALCHEMY 39
#define SKILL_STEALING 40
#define SKILL_SORCERY 41
#define SKILL_HAND 42
diff --git a/src/spells2.cc b/src/spells2.cc
index 631ff30..d62d03d 100644
--- a/src/spells2.cc
+++ b/src/spells2.cc
@@ -500,9 +500,6 @@ static void make_item_fully_identified(object_type *o_ptr)
/* Mark the item as fully known */
o_ptr->ident |= (IDENT_MENTAL);
-
- /* For those with alchemist skills, learn how to create it */
- alchemist_learn_object(o_ptr);
}
/*
@@ -3783,7 +3780,7 @@ bool_ recharge(int power)
}
}
- /* Mark as recharged -- For alchemists */
+ /* Mark as recharged */
o_ptr->art_flags4 |= TR4_RECHARGED;
/* Inflict the penalties for failing a recharge. */
diff --git a/src/store.cc b/src/store.cc
index 8e9512c..dad3c82 100644
--- a/src/store.cc
+++ b/src/store.cc
@@ -757,7 +757,6 @@ static bool store_will_buy(object_type const *o_ptr)
case TV_SCROLL:
case TV_POTION2:
case TV_POTION:
- case TV_BATERIE:
case TV_BOTTLE:
return true;
}
diff --git a/src/tables.cc b/src/tables.cc
index 42244d6..ea14865 100644
--- a/src/tables.cc
+++ b/src/tables.cc
@@ -4060,22 +4060,12 @@ monster_power monster_powers[96] =
tval_desc tval_descs[] =
{
{
- TV_BATERIE,
- "Essences contain primitive magic forces which users of the "
- "Alchemy skill can use to create powerful magic items from "
- "other magic items."
- },
- {
TV_MSTAFF,
"Mage Staves are the spellcaster's weapons of choice. "
"They all reduce spellcasting time to 80% of "
"normal time and some will yield even greater powers."
},
{
- 3,
- "XXX"
- },
- {
TV_PARCHMENT,
"Parchments can contain useful information ... or useless "
"junk."
@@ -4245,7 +4235,7 @@ tval_desc tval_descs[] =
},
{
TV_BOTTLE,
- "An empty bottle. Maybe an alchemist could refill it."
+ "An empty bottle."
},
{
TV_SPIKE,
@@ -4262,8 +4252,7 @@ tval_desc tval_descs[] =
{
TV_GLOVES,
"Handgear is used to protect hands, but nonmagical ones "
- "can sometimes hinder spellcasting. Alchemists need "
- "gloves in order to do alchemy."
+ "can sometimes hinder spellcasting."
},
{
TV_HELM,
diff --git a/src/variable.cc b/src/variable.cc
index ca4aca0..c2fe5de 100644
--- a/src/variable.cc
+++ b/src/variable.cc
@@ -482,14 +482,6 @@ player_spec *spp_ptr;
/*
- * More spell info
- */
-u32b alchemist_known_egos[32];
-u32b alchemist_known_artifacts[6];
-u32b alchemist_gained;
-
-
-/*
* Calculated base hp values for player at each level,
* store them so that drain life + restore life does not
* affect hit points. Also prevents shameless use of backup
@@ -498,12 +490,6 @@ u32b alchemist_gained;
s16b player_hp[PY_MAX_LEVEL];
/*
- * The alchemy recipe arrays
- */
-alchemist_recipe *alchemist_recipes;
-artifact_select_flag *a_select_flags;
-
-/*
* The vault generation arrays
*/
vault_type *v_info;
@@ -786,11 +772,6 @@ u16b max_v_idx;
u16b max_f_idx;
/*
- * Maximum number of alchemist recipies in al_info.txt
- */
-u16b max_al_idx;
-
-/*
* Maximum number of artifacts in a_info.txt
*/
u16b max_a_idx;
@@ -1095,7 +1076,6 @@ tval_desc tvals[] =
{ TV_FOOD, "Food" },
{ TV_FLASK, "Flask" },
{ TV_MSTAFF, "Mage Staff" },
- { TV_BATERIE, "Essence" },
{ TV_PARCHMENT, "Parchment" },
{ TV_INSTRUMENT, "Musical Instrument" },
{ TV_RUNE1, "Rune 1" },
diff --git a/src/variable.hpp b/src/variable.hpp
index 74c74f7..c09e41c 100644
--- a/src/variable.hpp
+++ b/src/variable.hpp
@@ -2,9 +2,7 @@
#include "angband.h"
#include "ability_type_fwd.hpp"
-#include "alchemist_recipe_fwd.hpp"
#include "alloc_entry_fwd.hpp"
-#include "artifact_select_flag_fwd.hpp"
#include "artifact_type_fwd.hpp"
#include "birther.hpp"
#include "cave_type_fwd.hpp"
@@ -191,12 +189,7 @@ extern player_race *rp_ptr;
extern player_race_mod *rmp_ptr;
extern player_class *cp_ptr;
extern player_spec *spp_ptr;
-extern u32b alchemist_known_egos[32];
-extern alchemist_recipe *alchemist_recipes;
-extern u32b alchemist_known_artifacts[6];
-extern u32b alchemist_gained;
extern s16b player_hp[PY_MAX_LEVEL];
-extern artifact_select_flag *a_select_flags;
extern ability_type *ab_info;
extern skill_type *s_info;
extern vault_type *v_info;
@@ -234,7 +227,6 @@ extern wilderness_map **wild_map;
extern u16b old_max_s_idx;
extern u16b max_ab_idx;
extern u16b max_s_idx;
-extern u16b max_al_idx;
extern u16b max_r_idx;
extern u16b max_re_idx;
extern u16b max_k_idx;
diff --git a/src/wizard1.cc b/src/wizard1.cc
index 476def6..6762da3 100644
--- a/src/wizard1.cc
+++ b/src/wizard1.cc
@@ -1,7 +1,5 @@
#include "wizard1.hpp"
-#include "alchemist_recipe.hpp"
-#include "artifact_select_flag.hpp"
#include "artifact_type.hpp"
#include "cmd7.hpp"
#include "ego_item_type.hpp"
@@ -240,8 +238,6 @@ static grouper group_item[] =
{ TV_RUNE1, "Runes" },
{ TV_RUNE2, NULL },
- { TV_BATERIE, "Essences" },
-
{ TV_PARCHMENT, "Parchments" },
{ TV_DIGGING, "Tools" },
@@ -2330,237 +2326,6 @@ static void spoil_mon_info(cptr fname)
msg_print("Successfully created a spoiler file.");
}
-
-static const char *long_intro =
- "Essences are the tools of the trade for Alchemists, "
- "and unfortunately are useless for any other class. "
- "Alchemists use essences to create magical items for them to use.\n\n"
- "They can be either found on the floor while exploring the dungeon, "
- "or extracted from other magical items the alchemist finds "
- "during their adventures.\n\n"
- "To create an artifact, the alchemist will have to sacrifice 10 hit points, "
- "and an amount of magic essence similar to his skill in alchemy. "
- "The alchemist then allows the artifact to gain experience, "
- "and when it has enough, "
- "uses that experience to add abilities to the artifact. "
- "The alchemist can allow the artifact to continue to gain experience, "
- "thus keeping open the option to add more abilities later. "
- "This requires a similar amount of magic essence, "
- "but does not require the sacrifice of other hit points.\n\n"
- "Note that the experience you gain is divided among the artifacts "
- "that you have as well as going to yourself, "
- "so you will gain levels more slowly when empowering artifacts. "
- "Also, the artifact only gets 60% of the experience. "
- "So killing a creature worth 20xp would gain 10 for you, "
- "and 6 for the artifact.\n\n"
- "You can also modify existing artifacts when you attain skill level 50. "
- "Also at skill level 50 you will gain the ability to make temporary artifacts, "
- "which don't require the complex empowerments that regular items require, "
- "but also vanish after awhile.\n\n"
- "You cannot give an artifact an ability "
- "unless you have *Identified* an artifact which has that ability.\n\n"
- "For every four levels gained in the alchemy skill, "
- "the alchemist learns about objects of level (skill level)/4, "
- "starting by learning about level 1 objects at skill level 0. "
- "(actually 1, but who's counting?)\n\n"
- "At skill level 5 you gain the ability to make ego items - but watch it! "
- "Your base failure rate will be 90%, "
- "and won't be 0% until you reach skill level 50. "
- "Adding gold will increase the chances of success "
- "in direct proportion to the value of the item you are trying to create. "
- "Note that this results in automatic success "
- "when the item you are trying to create "
- "happens to pick up a curse in the process.\n\n"
- "At skill level 5 you also gain knowledge of some basic ego item recipes. "
- "These are: Acidic, Shocking, Fiery, Frozen, Venomous, and Chaotic weapons, "
- "Resist Fire armour, and light sources of Fearlessness.\n\n"
- "At skill level 10 you will gain knowledge of digging ego items, "
- "if you have selected the option "
- "'always generate very unusual rooms' (ironman_rooms).\n\n"
- "At skill level 15 you can create ego wands, staves, rings, etc.\n\n"
- "At skill level 25 you gain the ability to empower artifacts "
- "and double ego items.\n\n"
- "At skill level 50 you gain the ability to create temporary artifacts, "
- "which don't require any exotic ingredients "
- "beyond a single corpse of any type.\n\n"
- "Between skill levels 25 and 50, "
- "you will steadily gain the ability to set more and more flags.\n\n"
- "To finalise an artifact, you 'P'ower it, and select the powers you want.\n"
- "Powers are divided into the following six categories:\n"
- "*****essences.txt*03[Stats, Sustains, Luck, Speed, Vision, etc.]\n"
- "*****essences.txt*04[Misc. (Auras, Light, See Invisibility, etc.)]\n"
- "*****essences.txt*05[Weapon Brands]\n"
- "*****essences.txt*06[Resistances and Immunities]\n"
- "*****essences.txt*07[ESP and Curses]\n"
- "*****essences.txt*08[Artifact Activations]\n";
-
-/*
- * Create a spoiler file for essences
- */
-static void spoil_bateries(cptr fname)
-{
- int j, i, tval, sval, group;
- object_type forge, *o_ptr;
-
- char buf[1024];
-
- tval = sval = group = -1;
-
- /* Build the filename */
- path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
-
- /* File type is "TEXT" */
- FILE_TYPE(FILE_TYPE_TEXT);
-
- fff = my_fopen(buf, "w");
-
- /* Oops */
- if (!fff)
- {
- msg_print("Cannot create spoiler file.");
- return;
- }
-
- /* Dump the header */
-
- fprintf(fff,
- "|||||oy\n"
- "~~~~~01|Spoilers|Essences\n"
- "~~~~~02|Alchemist|Essence Spoiler\n"
- "#####REssence Spoiler for %s\n"
- "#####R-----------------------------------\n\n",
- get_version_string());
-
-
- /*New code starts here -*/
- /*print header, including artifact header*/
- /*Cycle through artifact flags*/
- /* print desc*/
- /* cycle through all alchemist_recipies*/
- /* print matching*/
- /*Print items header.*/
- /*Cycle through alchemist_recipies*/
- /* sval or tval changed?*/
- /* skip artifacts (tval=0)*/
- /* print item desc (ego (tval=1) or item)*/
- /* print essences required*/
- /*Done!*/
-
- /*Print basic header.*/
- spoil_out(long_intro);
-
- /*Cycle through artifact flags*/
- for ( i = 0 ; a_select_flags[i].group ; i++ )
- {
- if ( a_select_flags[i].group != group )
- {
- group = a_select_flags[i].group;
- spoil_out("\n~~~~~");
- switch (group)
- {
- case 1:
- spoil_out("03\n#####GStats, Sustains, Luck, Speed, Vision, etc.\n");
- break;
- case 2:
- spoil_out("04\n#####GMisc. (Auras, Light, See Invisibility, etc.)\n");
- break;
- case 3:
- spoil_out("05\n#####GWeapon Brands\n");
- break;
- case 4:
- spoil_out("06\n#####GResistances and Immunities\n");
- break;
- case 5:
- spoil_out("07\n#####GESP and Curses\n");
- break;
- case 88:
- spoil_out("08\n#####GArtifact Activations\n");
- break;
- default:
- spoil_out(format("09\n#####GExtra Group=%d\n", group));
- }
- spoil_out("lvl xp Power\n");
-
- }
- /* print desc*/
- spoil_out(format("%-2d %8d %-24s %s\n",
- a_select_flags[i].level,
- a_select_flags[i].xp,
- a_select_flags[i].desc,
- a_select_flags[i].item_desc));
- /* cycle through all alchemist_recipies*/
- for ( j = 0 ; j < max_al_idx ; j++ )
- {
- /* print matching*/
- if (alchemist_recipes[j].tval == 0
- && alchemist_recipes[j].sval == a_select_flags[i].flag
- && alchemist_recipes[j].qty
- )
- {
- spoil_out(format(" %d essences of %s\n", alchemist_recipes[j].qty,
- k_info[lookup_kind(TV_BATERIE, alchemist_recipes[j].sval_essence)].name));
- }
- }
- }
-
- spoil_out("\n\nThe following basic item recipes also exist:\n");
- /*Cycle through alchemist_recipies*/
- for ( i = 0 ; i < max_al_idx ; i ++)
- {
- alchemist_recipe *ar_ptr = &alchemist_recipes[i];
-
- /* sval or tval changed?*/
- if (tval != ar_ptr->tval || sval != ar_ptr->sval)
- {
- char o_name[80];
- /* skip artifacts (tval=0)*/
- if (ar_ptr->tval == 0 )
- continue;
-
- tval = ar_ptr->tval;
- sval = ar_ptr->sval;
-
- /* print item desc (ego (tval=1)or item)*/
- if (ar_ptr->tval == 1)
- {
- strcpy(o_name, e_info[ar_ptr->sval].name);
- }
- else
- {
- /* Find the name of that object */
- o_ptr = &forge;
- object_wipe(o_ptr);
- object_prep(o_ptr, lookup_kind(tval, sval));
- apply_magic(o_ptr, 1, FALSE, FALSE, FALSE);
- object_aware(o_ptr);
- object_known(o_ptr);
- o_ptr->name2 = o_ptr->name2b = 0;
- /* the 0 mode means only the text, leaving off any numbers */
- object_desc(o_name, o_ptr, FALSE, 0);
- }
- spoil_out("\n");
- spoil_out(o_name);
- }
- /* print essence required*/
- spoil_out(format(" %d %s", ar_ptr->qty,
- k_info[lookup_kind(TV_BATERIE, ar_ptr->sval_essence)].name));
- }
-
- spoil_out(NULL);
-
- /* Check for errors */
- if (ferror(fff) || my_fclose(fff))
- {
- msg_print("Cannot close spoiler file.");
- return;
- }
-
- /* Message */
- msg_print("Successfully created a spoiler file.");
- return;
-}
-
-
/*
* Print a bookless spell list
*/
@@ -2686,8 +2451,7 @@ void do_cmd_spoilers()
prt("(2) Full Artifact Info (artifact.spo)", 6, 5);
prt("(3) Brief Monster Info (mon-desc.spo)", 7, 5);
prt("(4) Full Monster Info (mon-info.spo)", 8, 5);
- prt("(5) Full Essences Info (ess-info.spo)", 9, 5);
- prt("(6) Spell Info (spell.spo)", 10, 5);
+ prt("(5) Spell Info (spell.spo)", 10, 5);
/* Prompt */
prt("Command: ", 12, 0);
@@ -2728,12 +2492,6 @@ void do_cmd_spoilers()
/* Option (5) */
else if (i == '5')
{
- spoil_bateries("ess-info.spo");
- }
-
- /* Option (6) */
- else if (i == '6')
- {
spoil_spells("spell.spo");
}
diff --git a/src/xtra2.cc b/src/xtra2.cc
index 6ddf4ac..d1eaa97 100644
--- a/src/xtra2.cc
+++ b/src/xtra2.cc
@@ -2084,44 +2084,10 @@ void check_experience_obj(object_type *o_ptr)
/*
- * Gain experience (share it to objects if needed)
+ * Gain experience
*/
void gain_exp(s32b amount)
{
- int i, num = 1;
-
- /* Count the gaining xp objects */
- for (i = INVEN_WIELD; i < INVEN_TOTAL; i++)
- {
- object_type *o_ptr = &p_ptr->inventory[i];
- u32b f1, f2, f3, f4, f5, esp;
-
- object_flags(o_ptr, &f1, &f2, &f3, &f4, &f5, &esp);
-
- if (!o_ptr->k_idx) continue;
-
- if (f4 & TR4_ART_EXP) num++;
- }
-
- /* Now give the xp */
- for (i = INVEN_WIELD; i < INVEN_TOTAL; i++)
- {
- object_type *o_ptr = &p_ptr->inventory[i];
- u32b f1, f2, f3, f4, f5, esp;
-
- object_flags(o_ptr, &f1, &f2, &f3, &f4, &f5, &esp);
-
- if (!o_ptr->k_idx) continue;
-
- if (f4 & TR4_ART_EXP)
- {
- o_ptr->exp += 2 * amount / (num * 3);
-
- /* Hack -- upper limit */
- if (o_ptr->exp > PY_MAX_EXP) o_ptr->exp = PY_MAX_EXP;
- }
- }
-
if ((p_ptr->max_exp > 0) && (race_flags1_p(PR1_CORRUPT)))
{
if ((randint(p_ptr->max_exp) < amount) || (randint(12000000) < amount))
@@ -2133,7 +2099,7 @@ void gain_exp(s32b amount)
};
/* Gain some experience */
- p_ptr->exp += amount / num;
+ p_ptr->exp += amount;
/* Slowly recover from experience drainage */
if (p_ptr->exp < p_ptr->max_exp)