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artifact.h
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artifact.h
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#ifndef _ARTIFACT_H_
#define _ARTIFACT_H_
#include <string>
#include <vector>
enum art_effect_passive {
AEP_NULL = 0,
// Good
AEP_STR_UP, // Strength + 4
AEP_DEX_UP, // Dexterity + 4
AEP_PER_UP, // Perception + 4
AEP_INT_UP, // Intelligence + 4
AEP_ALL_UP, // All stats + 2
AEP_SPEED_UP, // +20 speed
AEP_IODINE, // Reduces radiation
AEP_SNAKES, // Summons friendly snakes when you're hit
AEP_INVISIBLE, // Makes you invisible
AEP_CLAIRVOYANCE, // See through walls
AEP_STEALTH, // Your steps are quieted
AEP_EXTINGUISH, // May extinguish nearby flames
AEP_GLOW, // Four-tile light source
AEP_PSYSHIELD, // Protection from stare attacks
// Splits good from bad
AEP_SPLIT,
// Bad
AEP_HUNGER, // Increases hunger
AEP_THIRST, // Increases thirst
AEP_SMOKE, // Emits smoke occasionally
AEP_EVIL, // Addiction to the power
AEP_SCHIZO, // Mimicks schizophrenia
AEP_RADIOACTIVE, // Increases your radiation
AEP_MUTAGENIC, // Mutates you slowly
AEP_ATTENTION, // Draws netherworld attention slowly
AEP_STR_DOWN, // Strength - 3
AEP_DEX_DOWN, // Dex - 3
AEP_PER_DOWN, // Per - 3
AEP_INT_DOWN, // Int - 3
AEP_ALL_DOWN, // All stats - 2
AEP_SPEED_DOWN, // -20 speed
NUM_AEPS
};
enum art_effect_active {
AEA_NULL = 0,
AEA_STORM, // Emits shock fields
AEA_FIREBALL, // Targeted
AEA_ADRENALINE, // Adrenaline rush
AEA_MAP, // Maps the area around you
AEA_BLOOD, // Shoots blood all over
AEA_FATIGUE, // Creates interdimensional fatigue
AEA_ACIDBALL, // Targeted acid
AEA_PULSE, // Destroys adjacent terrain
AEA_HEAL, // Heals minor damage
AEA_CONFUSED, // Confuses all monsters in view
AEA_ENTRANCE, // Chance to make nearby monsters friendly
AEA_BUGS, // Chance to summon friendly insects
AEA_SPLIT, // Split between good and bad
AEA_RADIATION, // Spew radioactive gas
AEA_PAIN, // Increases player pain
AEA_MUTATE, // Chance of mutation
AEA_PARALYZE, // You lose several turns
AEA_FIRESTORM, // Spreads minor fire all around you
AEA_ATTENTION, // Attention from sub-prime denizens
AEA_TELEGLOW, // Teleglow disease
NUM_AEAS
};
enum art_charge
{
ARTC_NULL, // Never recharges!
ARTC_TIME, // Very slowly recharges with time
ARTC_SOLAR, // Recharges in sunlight
ARTC_PAIN, // Creates pain to recharge
ARTC_HP, // Drains HP to recharge
NUM_ARTCS
};
#endif