module Content.ItemKind
( content, items, otherItemContent
) where
import Prelude ()
import Game.LambdaHack.Core.Prelude
import Content.ItemKindActor
import Content.ItemKindBlast
import Content.ItemKindEmbed
import Content.ItemKindOrgan
import Content.ItemKindTemporary
import Content.RuleKind
import Game.LambdaHack.Content.ItemKind
import Game.LambdaHack.Content.RuleKind
import Game.LambdaHack.Core.Dice
import Game.LambdaHack.Definition.Ability
import Game.LambdaHack.Definition.Color
import Game.LambdaHack.Definition.Defs
import Game.LambdaHack.Definition.Flavour
content :: [ItemKind]
content :: [ItemKind]
content = [ItemKind]
items [ItemKind] -> [ItemKind] -> [ItemKind]
forall a. [a] -> [a] -> [a]
++ [ItemKind]
otherItemContent
otherItemContent :: [ItemKind]
otherItemContent :: [ItemKind]
otherItemContent = [ItemKind]
embeds [ItemKind] -> [ItemKind] -> [ItemKind]
forall a. [a] -> [a] -> [a]
++ [ItemKind]
actors [ItemKind] -> [ItemKind] -> [ItemKind]
forall a. [a] -> [a] -> [a]
++ [ItemKind]
organs [ItemKind] -> [ItemKind] -> [ItemKind]
forall a. [a] -> [a] -> [a]
++ [ItemKind]
blasts [ItemKind] -> [ItemKind] -> [ItemKind]
forall a. [a] -> [a] -> [a]
++ [ItemKind]
temporaries
items :: [ItemKind]
items :: [ItemKind]
items =
[ItemKind
sandstoneRock, ItemKind
dart, ItemKind
spike, ItemKind
spike2, ItemKind
slingStone, ItemKind
slingBullet, ItemKind
paralizingProj, ItemKind
harpoon, ItemKind
harpoon2, ItemKind
net, ItemKind
light1, ItemKind
light2, ItemKind
light3, ItemKind
blanket, ItemKind
flaskTemplate, ItemKind
flask1, ItemKind
flask2, ItemKind
flask3, ItemKind
flask4, ItemKind
flask5, ItemKind
flask6, ItemKind
flask7, ItemKind
flask8, ItemKind
flask9, ItemKind
flask10, ItemKind
flask11, ItemKind
flask12, ItemKind
flask13, ItemKind
flask14, ItemKind
flask15, ItemKind
flask16, ItemKind
flask17, ItemKind
potionTemplate, ItemKind
potion1, ItemKind
potion2, ItemKind
potion3, ItemKind
potion4, ItemKind
potion5, ItemKind
potion6, ItemKind
potion7, ItemKind
potion8, ItemKind
potion9, ItemKind
potion10, ItemKind
potion11, ItemKind
potion12, ItemKind
fragmentationBomb, ItemKind
concussionBomb, ItemKind
flashBomb, ItemKind
firecrackerBomb, ItemKind
ediblePlantTemplate, ItemKind
ediblePlant1, ItemKind
ediblePlant2, ItemKind
ediblePlant3, ItemKind
ediblePlant4, ItemKind
ediblePlant5, ItemKind
ediblePlant6, ItemKind
ediblePlant7, ItemKind
scrollTemplate, ItemKind
scroll1, ItemKind
scroll2, ItemKind
scroll3, ItemKind
scroll4, ItemKind
scroll5, ItemKind
scroll6, ItemKind
scroll7, ItemKind
scroll8, ItemKind
scroll9, ItemKind
scroll10, ItemKind
scroll11, ItemKind
scroll12, ItemKind
scroll13, ItemKind
jumpingPole, ItemKind
sharpeningTool, ItemKind
seeingItem, ItemKind
motionScanner, ItemKind
gorget, ItemKind
necklaceTemplate, ItemKind
necklace1, ItemKind
necklace2, ItemKind
necklace3, ItemKind
necklace4, ItemKind
necklace5, ItemKind
necklace6, ItemKind
necklace7, ItemKind
necklace8, ItemKind
necklace9, ItemKind
necklace10, ItemKind
imageItensifier, ItemKind
sightSharpening, ItemKind
ringTemplate, ItemKind
ring1, ItemKind
ring2, ItemKind
ring3, ItemKind
ring4, ItemKind
ring5, ItemKind
ring6, ItemKind
ring7, ItemKind
ring8, ItemKind
armorLeather, ItemKind
armorMail, ItemKind
gloveFencing, ItemKind
gloveGauntlet, ItemKind
gloveJousting, ItemKind
hatUshanka, ItemKind
capReinforced, ItemKind
helmArmored, ItemKind
buckler, ItemKind
shield, ItemKind
shield2, ItemKind
shield3, ItemKind
dagger, ItemKind
daggerDropBestWeapon, ItemKind
hammerTemplate, ItemKind
hammer1, ItemKind
hammer2, ItemKind
hammer3, ItemKind
hammerParalyze, ItemKind
hammerSpark, ItemKind
sword, ItemKind
swordImpress, ItemKind
swordNullify, ItemKind
halberd, ItemKind
halberd2, ItemKind
halberd3, ItemKind
halberdPushActor, ItemKind
wandTemplate, ItemKind
wand1, ItemKind
gemTemplate, ItemKind
gem1, ItemKind
gem2, ItemKind
gem3, ItemKind
gem4, ItemKind
gem5, ItemKind
currencyTemplate, ItemKind
currency, ItemKind
smokingJacket]
sandstoneRock, dart, spike, spike2, slingStone, slingBullet, paralizingProj, harpoon, harpoon2, net, light1, light2, light3, blanket, flaskTemplate, flask1, flask2, flask3, flask4, flask5, flask6, flask7, flask8, flask9, flask10, flask11, flask12, flask13, flask14, flask15, flask16, flask17, potionTemplate, potion1, potion2, potion3, potion4, potion5, potion6, potion7, potion8, potion9, potion10, potion11, potion12, fragmentationBomb, concussionBomb, flashBomb, firecrackerBomb, ediblePlantTemplate, ediblePlant1, ediblePlant2, ediblePlant3, ediblePlant4, ediblePlant5, ediblePlant6, ediblePlant7, scrollTemplate, scroll1, scroll2, scroll3, scroll4, scroll5, scroll6, scroll7, scroll8, scroll9, scroll10, scroll11, scroll12, scroll13, jumpingPole, sharpeningTool, seeingItem, motionScanner, gorget, necklaceTemplate, necklace1, necklace2, necklace3, necklace4, necklace5, necklace6, necklace7, necklace8, necklace9, necklace10, imageItensifier, sightSharpening, ringTemplate, ring1, ring2, ring3, ring4, ring5, ring6, ring7, ring8, armorLeather, armorMail, gloveFencing, gloveGauntlet, gloveJousting, hatUshanka, capReinforced, helmArmored, buckler, shield, shield2, shield3, dagger, daggerDropBestWeapon, hammerTemplate, hammer1, hammer2, hammer3, hammerParalyze, hammerSpark, sword, swordImpress, swordNullify, halberd, halberd2, halberd3, halberdPushActor, wandTemplate, wand1, gemTemplate, gem1, gem2, gem3, gem4, gem5, currencyTemplate, currency, smokingJacket :: ItemKind
symbolProjectile, _symbolLauncher, symbolLight, symbolTool, symbolSpecial, symbolGold, symbolNecklace, symbolRing, symbolPotion, symbolFlask, symbolScroll, symbolTorsoArmor, symbolMiscArmor, symbolClothes, symbolShield, symbolPolearm, symbolEdged, symbolHafted, symbolWand, _symbolStaff, symbolFood :: Char
symbolProjectile :: Char
symbolProjectile = RuleContent -> Char
rsymbolProjectile RuleContent
standardRules
_symbolLauncher :: Char
_symbolLauncher = '}'
symbolLight :: Char
symbolLight = '('
symbolTool :: Char
symbolTool = '('
symbolSpecial :: Char
symbolSpecial = '*'
symbolGold :: Char
symbolGold = '$'
symbolNecklace :: Char
symbolNecklace = '"'
symbolRing :: Char
symbolRing = '='
symbolPotion :: Char
symbolPotion = '!'
symbolFlask :: Char
symbolFlask = '!'
symbolScroll :: Char
symbolScroll = '?'
symbolTorsoArmor :: Char
symbolTorsoArmor = '['
symbolMiscArmor :: Char
symbolMiscArmor = '['
symbolClothes :: Char
symbolClothes = '['
symbolShield :: Char
symbolShield = ']'
symbolPolearm :: Char
symbolPolearm = ')'
symbolEdged :: Char
symbolEdged = ')'
symbolHafted :: Char
symbolHafted = ')'
symbolWand :: Char
symbolWand = '/'
_symbolStaff :: Char
_symbolStaff = '_'
symbolFood :: Char
symbolFood = ','
sandstoneRock :: ItemKind
sandstoneRock = $WItemKind :: Char
-> Text
-> Freqs ItemKind
-> [Flavour]
-> Dice
-> Rarity
-> Text
-> Int
-> Dice
-> [Aspect]
-> [Effect]
-> [(GroupName ItemKind, CStore)]
-> Text
-> ItemKind
ItemKind
{ isymbol :: Char
isymbol = Char
symbolProjectile
, iname :: Text
iname = "sandstone rock"
, ifreq :: Freqs ItemKind
ifreq = [ ("sandstone rock", 1)
, ("unreported inventory", 1) ]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
Green]
, icount :: Dice
icount = 1 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 2
, irarity :: Rarity
irarity = [(1, 50), (10, 1)]
, iverbHit :: Text
iverbHit = "hit"
, iweight :: Int
iweight = 300
, idamage :: Dice
idamage = 1 Int -> Int -> Dice
`d` 1
, iaspects :: [Aspect]
iaspects = [ Skill -> Dice -> Aspect
AddSkill Skill
SkHurtMelee (Dice -> Aspect) -> Dice -> Aspect
forall a b. (a -> b) -> a -> b
$ -16 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
* 5
, Flag -> Aspect
SetFlag Flag
Fragile
, Int -> Aspect
toVelocity 70 ]
, ieffects :: [Effect]
ieffects = []
, idesc :: Text
idesc = "A lump of brittle sandstone rock."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = []
}
dart :: ItemKind
dart = $WItemKind :: Char
-> Text
-> Freqs ItemKind
-> [Flavour]
-> Dice
-> Rarity
-> Text
-> Int
-> Dice
-> [Aspect]
-> [Effect]
-> [(GroupName ItemKind, CStore)]
-> Text
-> ItemKind
ItemKind
{ isymbol :: Char
isymbol = Char
symbolProjectile
, iname :: Text
iname = "dart"
, ifreq :: Freqs ItemKind
ifreq = [("common item", 100), ("any arrow", 50), ("weak arrow", 50)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
BrRed]
, icount :: Dice
icount = 1 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 4 Int -> Int -> Dice
`dL` 5
, irarity :: Rarity
irarity = [(1, 15), (10, 5)]
, iverbHit :: Text
iverbHit = "prick"
, iweight :: Int
iweight = 40
, idamage :: Dice
idamage = 1 Int -> Int -> Dice
`d` 1
, iaspects :: [Aspect]
iaspects = [Skill -> Dice -> Aspect
AddSkill Skill
SkHurtMelee (Dice -> Aspect) -> Dice -> Aspect
forall a b. (a -> b) -> a -> b
$ (-15 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 2 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`dL` 3) Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
* 5]
, ieffects :: [Effect]
ieffects = []
, idesc :: Text
idesc = "A sharp delicate dart with fins."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = []
}
spike :: ItemKind
spike = $WItemKind :: Char
-> Text
-> Freqs ItemKind
-> [Flavour]
-> Dice
-> Rarity
-> Text
-> Int
-> Dice
-> [Aspect]
-> [Effect]
-> [(GroupName ItemKind, CStore)]
-> Text
-> ItemKind
ItemKind
{ isymbol :: Char
isymbol = Char
symbolProjectile
, iname :: Text
iname = "spike"
, ifreq :: Freqs ItemKind
ifreq = [("common item", 100), ("any arrow", 50), ("weak arrow", 50)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
Cyan]
, icount :: Dice
icount = 1 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 4 Int -> Int -> Dice
`dL` 5
, irarity :: Rarity
irarity = [(1, 10), (10, 8)]
, iverbHit :: Text
iverbHit = "nick"
, iweight :: Int
iweight = 150
, idamage :: Dice
idamage = 2 Int -> Int -> Dice
`d` 1
, iaspects :: [Aspect]
iaspects = [ Skill -> Dice -> Aspect
AddSkill Skill
SkHurtMelee (Dice -> Aspect) -> Dice -> Aspect
forall a b. (a -> b) -> a -> b
$ (-10 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 2 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`dL` 3) Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
* 5
, Flag -> Aspect
SetFlag Flag
MinorEffects
, Int -> Aspect
toVelocity 70 ]
, ieffects :: [Effect]
ieffects = [ GroupName ItemKind -> Effect
Explode "single spark"
, Effect -> Effect
OnSmash (GroupName ItemKind -> Effect
Explode "single spark") ]
, idesc :: Text
idesc = "A cruel long nail with small head."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = []
}
spike2 :: ItemKind
spike2 = ItemKind
spike
{ ifreq :: Freqs ItemKind
ifreq = [("common item", 2), ("any arrow", 1), ("weak arrow", 1)]
, icount :: Dice
icount = 6 Int -> Int -> Dice
`dL` 5
, iverbHit :: Text
iverbHit = "penetrate"
, iweight :: Int
iweight = 200
, idamage :: Dice
idamage = 4 Int -> Int -> Dice
`d` 1
, iaspects :: [Aspect]
iaspects = [ Skill -> Dice -> Aspect
AddSkill Skill
SkHurtMelee (Dice -> Aspect) -> Dice -> Aspect
forall a b. (a -> b) -> a -> b
$ (-10 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 2 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`dL` 3) Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
* 5
, Flag -> Aspect
SetFlag Flag
MinorEffects
, Dice -> [Aspect] -> [Aspect] -> Aspect
Odds (10 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
* 1 Int -> Int -> Dice
`dL` 10) [] [Int -> Aspect
toVelocity 70] ]
, idesc :: Text
idesc = "A jagged skewer of rusty metal."
}
slingStone :: ItemKind
slingStone = $WItemKind :: Char
-> Text
-> Freqs ItemKind
-> [Flavour]
-> Dice
-> Rarity
-> Text
-> Int
-> Dice
-> [Aspect]
-> [Effect]
-> [(GroupName ItemKind, CStore)]
-> Text
-> ItemKind
ItemKind
{ isymbol :: Char
isymbol = Char
symbolProjectile
, iname :: Text
iname = "sling stone"
, ifreq :: Freqs ItemKind
ifreq = [("common item", 5), ("any arrow", 100)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
Blue]
, icount :: Dice
icount = 1 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 3 Int -> Int -> Dice
`dL` 4
, irarity :: Rarity
irarity = [(1, 1), (10, 20)]
, iverbHit :: Text
iverbHit = "batter"
, iweight :: Int
iweight = 200
, idamage :: Dice
idamage = 1 Int -> Int -> Dice
`d` 1
, iaspects :: [Aspect]
iaspects = [ Skill -> Dice -> Aspect
AddSkill Skill
SkHurtMelee (Dice -> Aspect) -> Dice -> Aspect
forall a b. (a -> b) -> a -> b
$ (-10 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 2 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`dL` 3) Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
* 5
, Flag -> Aspect
SetFlag Flag
MinorEffects
, Int -> Aspect
toVelocity 150 ]
, ieffects :: [Effect]
ieffects = [ GroupName ItemKind -> Effect
Explode "single spark"
, Effect -> Effect
OnSmash (GroupName ItemKind -> Effect
Explode "single spark") ]
, idesc :: Text
idesc = "A round stone, carefully sized and smoothed to fit the pouch of a standard string and cloth sling."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = []
}
slingBullet :: ItemKind
slingBullet = $WItemKind :: Char
-> Text
-> Freqs ItemKind
-> [Flavour]
-> Dice
-> Rarity
-> Text
-> Int
-> Dice
-> [Aspect]
-> [Effect]
-> [(GroupName ItemKind, CStore)]
-> Text
-> ItemKind
ItemKind
{ isymbol :: Char
isymbol = Char
symbolProjectile
, iname :: Text
iname = "sling bullet"
, ifreq :: Freqs ItemKind
ifreq = [("common item", 5), ("any arrow", 100)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
BrBlack]
, icount :: Dice
icount = 1 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 6 Int -> Int -> Dice
`dL` 4
, irarity :: Rarity
irarity = [(1, 1), (10, 15)]
, iverbHit :: Text
iverbHit = "slug"
, iweight :: Int
iweight = 28
, idamage :: Dice
idamage = 1 Int -> Int -> Dice
`d` 1
, iaspects :: [Aspect]
iaspects = [ Skill -> Dice -> Aspect
AddSkill Skill
SkHurtMelee (Dice -> Aspect) -> Dice -> Aspect
forall a b. (a -> b) -> a -> b
$ (-17 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 2 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`dL` 3) Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
* 5
, ThrowMod -> Aspect
ToThrow (ThrowMod -> Aspect) -> ThrowMod -> Aspect
forall a b. (a -> b) -> a -> b
$ Int -> Int -> Int -> ThrowMod
ThrowMod 200 100 2 ]
, ieffects :: [Effect]
ieffects = []
, idesc :: Text
idesc = "Small almond-shaped leaden projectile that weighs more than the sling used to tie the bag. It doesn't drop out of the sling's pouch when swung and doesn't snag when released. Known to pierce through flesh, at least at maximum speed."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = []
}
paralizingProj :: ItemKind
paralizingProj = $WItemKind :: Char
-> Text
-> Freqs ItemKind
-> [Flavour]
-> Dice
-> Rarity
-> Text
-> Int
-> Dice
-> [Aspect]
-> [Effect]
-> [(GroupName ItemKind, CStore)]
-> Text
-> ItemKind
ItemKind
{ isymbol :: Char
isymbol = Char
symbolProjectile
, iname :: Text
iname = "bolas set"
, ifreq :: Freqs ItemKind
ifreq = [("common item", 100)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
BrGreen]
, icount :: Dice
icount = 1 Int -> Int -> Dice
`dL` 4
, irarity :: Rarity
irarity = [(5, 5), (10, 5)]
, iverbHit :: Text
iverbHit = "entangle"
, iweight :: Int
iweight = 500
, idamage :: Dice
idamage = 1 Int -> Int -> Dice
`d` 1
, iaspects :: [Aspect]
iaspects = [Skill -> Dice -> Aspect
AddSkill Skill
SkHurtMelee (Dice -> Aspect) -> Dice -> Aspect
forall a b. (a -> b) -> a -> b
$ -14 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
* 5]
, ieffects :: [Effect]
ieffects = [Dice -> Effect
Paralyze 15, Effect
DropBestWeapon]
, idesc :: Text
idesc = "Wood balls tied with hemp rope. The target enemy is tripped and bound to drop the main weapon, while fighting for balance."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = []
}
harpoon :: ItemKind
harpoon = $WItemKind :: Char
-> Text
-> Freqs ItemKind
-> [Flavour]
-> Dice
-> Rarity
-> Text
-> Int
-> Dice
-> [Aspect]
-> [Effect]
-> [(GroupName ItemKind, CStore)]
-> Text
-> ItemKind
ItemKind
{ isymbol :: Char
isymbol = Char
symbolProjectile
, iname :: Text
iname = "harpoon"
, ifreq :: Freqs ItemKind
ifreq = [("common item", 100), ("harpoon", 100)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
Brown]
, icount :: Dice
icount = 1 Int -> Int -> Dice
`dL` 5
, irarity :: Rarity
irarity = [(10, 10)]
, iverbHit :: Text
iverbHit = "hook"
, iweight :: Int
iweight = 750
, idamage :: Dice
idamage = 5 Int -> Int -> Dice
`d` 1
, iaspects :: [Aspect]
iaspects = [Skill -> Dice -> Aspect
AddSkill Skill
SkHurtMelee (Dice -> Aspect) -> Dice -> Aspect
forall a b. (a -> b) -> a -> b
$ (-10 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 2 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`dL` 3) Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
* 5]
, ieffects :: [Effect]
ieffects = [ ThrowMod -> Effect
PullActor (Int -> Int -> Int -> ThrowMod
ThrowMod 200 50 1)
, Effect
Yell ]
, idesc :: Text
idesc = "The cruel, barbed head lodges in its victim so painfully that the weakest tug of the thin line sends the victim flying."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = []
}
harpoon2 :: ItemKind
harpoon2 = ItemKind
harpoon
{ iname :: Text
iname = "whaling harpoon"
, ifreq :: Freqs ItemKind
ifreq = [("common item", 5), ("harpoon", 2)]
, icount :: Dice
icount = 2 Int -> Int -> Dice
`dL` 5
, iweight :: Int
iweight = 1000
, idamage :: Dice
idamage = 10 Int -> Int -> Dice
`d` 1
, idesc :: Text
idesc = "With a brittle, barbed head and thick cord, this ancient weapon is designed for formidable prey."
}
net :: ItemKind
net = $WItemKind :: Char
-> Text
-> Freqs ItemKind
-> [Flavour]
-> Dice
-> Rarity
-> Text
-> Int
-> Dice
-> [Aspect]
-> [Effect]
-> [(GroupName ItemKind, CStore)]
-> Text
-> ItemKind
ItemKind
{ isymbol :: Char
isymbol = Char
symbolProjectile
, iname :: Text
iname = "net"
, ifreq :: Freqs ItemKind
ifreq = [("common item", 100)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
BrGreen]
, icount :: Dice
icount = 1 Int -> Int -> Dice
`dL` 3
, irarity :: Rarity
irarity = [(5, 5), (10, 7)]
, iverbHit :: Text
iverbHit = "entangle"
, iweight :: Int
iweight = 1000
, idamage :: Dice
idamage = 2 Int -> Int -> Dice
`d` 1
, iaspects :: [Aspect]
iaspects = [Skill -> Dice -> Aspect
AddSkill Skill
SkHurtMelee (Dice -> Aspect) -> Dice -> Aspect
forall a b. (a -> b) -> a -> b
$ -14 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
* 5]
, ieffects :: [Effect]
ieffects = [ GroupName ItemKind -> Dice -> Effect
toOrganBad "slowed" (3 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 3)
, Int -> Int -> CStore -> GroupName ItemKind -> Effect
DropItem Int
forall a. Bounded a => a
maxBound 1 CStore
CEqp "torso armor"
, ThrowMod -> Effect
SendFlying (Int -> Int -> Int -> ThrowMod
ThrowMod 100 50 1) ]
, idesc :: Text
idesc = "A wide net with weights along the edges. Entangles armor and restricts movement."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = []
}
light1 :: ItemKind
light1 = $WItemKind :: Char
-> Text
-> Freqs ItemKind
-> [Flavour]
-> Dice
-> Rarity
-> Text
-> Int
-> Dice
-> [Aspect]
-> [Effect]
-> [(GroupName ItemKind, CStore)]
-> Text
-> ItemKind
ItemKind
{ isymbol :: Char
isymbol = Char
symbolLight
, iname :: Text
iname = "wooden torch"
, ifreq :: Freqs ItemKind
ifreq = [ ("common item", 100), ("light source", 100)
, ("wooden torch", 1) ]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
Brown]
, icount :: Dice
icount = 1 Int -> Int -> Dice
`dL` 4
, irarity :: Rarity
irarity = [(1, 40), (4, 1)]
, iverbHit :: Text
iverbHit = "scorch"
, iweight :: Int
iweight = 1000
, idamage :: Dice
idamage = 0
, iaspects :: [Aspect]
iaspects = [ Skill -> Dice -> Aspect
AddSkill Skill
SkShine 3, Skill -> Dice -> Aspect
AddSkill Skill
SkSight (-2)
, Flag -> Aspect
SetFlag Flag
Lobable, Flag -> Aspect
SetFlag Flag
Equipable
, EqpSlot -> Aspect
EqpSlot EqpSlot
EqpSlotShine ]
, ieffects :: [Effect]
ieffects = [Dice -> Effect
Burn 1]
, idesc :: Text
idesc = "A heavy smoking wooden torch, improvised using a cloth soaked in tar, burning in an unsteady glow."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = []
}
light2 :: ItemKind
light2 = $WItemKind :: Char
-> Text
-> Freqs ItemKind
-> [Flavour]
-> Dice
-> Rarity
-> Text
-> Int
-> Dice
-> [Aspect]
-> [Effect]
-> [(GroupName ItemKind, CStore)]
-> Text
-> ItemKind
ItemKind
{ isymbol :: Char
isymbol = Char
symbolLight
, iname :: Text
iname = "oil lamp"
, ifreq :: Freqs ItemKind
ifreq = [("common item", 100), ("light source", 100)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
BrYellow]
, icount :: Dice
icount = 1 Int -> Int -> Dice
`dL` 2
, irarity :: Rarity
irarity = [(4, 10)]
, iverbHit :: Text
iverbHit = "burn"
, iweight :: Int
iweight = 1500
, idamage :: Dice
idamage = 1 Int -> Int -> Dice
`d` 1
, iaspects :: [Aspect]
iaspects = [ Skill -> Dice -> Aspect
AddSkill Skill
SkShine 3, Skill -> Dice -> Aspect
AddSkill Skill
SkSight (-1)
, Flag -> Aspect
SetFlag Flag
Lobable, Flag -> Aspect
SetFlag Flag
Fragile, Flag -> Aspect
SetFlag Flag
Equipable
, EqpSlot -> Aspect
EqpSlot EqpSlot
EqpSlotShine ]
, ieffects :: [Effect]
ieffects = [ Dice -> Effect
Burn 1
, GroupName ItemKind -> Dice -> Effect
toOrganBad "pacified" (2 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 2)
, Effect -> Effect
OnSmash (GroupName ItemKind -> Effect
Explode "burning oil 2") ]
, idesc :: Text
idesc = "A clay lamp filled with plant oil feeding a tiny wick."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = []
}
light3 :: ItemKind
light3 = $WItemKind :: Char
-> Text
-> Freqs ItemKind
-> [Flavour]
-> Dice
-> Rarity
-> Text
-> Int
-> Dice
-> [Aspect]
-> [Effect]
-> [(GroupName ItemKind, CStore)]
-> Text
-> ItemKind
ItemKind
{ isymbol :: Char
isymbol = Char
symbolLight
, iname :: Text
iname = "brass lantern"
, ifreq :: Freqs ItemKind
ifreq = [("common item", 100), ("light source", 100)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
Red]
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = [(10, 6)]
, iverbHit :: Text
iverbHit = "burn"
, iweight :: Int
iweight = 3000
, idamage :: Dice
idamage = 2 Int -> Int -> Dice
`d` 1
, iaspects :: [Aspect]
iaspects = [ Skill -> Dice -> Aspect
AddSkill Skill
SkShine 4, Skill -> Dice -> Aspect
AddSkill Skill
SkSight (-1)
, Flag -> Aspect
SetFlag Flag
Lobable, Flag -> Aspect
SetFlag Flag
Fragile, Flag -> Aspect
SetFlag Flag
Equipable
, EqpSlot -> Aspect
EqpSlot EqpSlot
EqpSlotShine ]
, ieffects :: [Effect]
ieffects = [ Dice -> Effect
Burn 1
, GroupName ItemKind -> Dice -> Effect
toOrganBad "pacified" (4 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 2)
, Effect -> Effect
OnSmash (GroupName ItemKind -> Effect
Explode "burning oil 4") ]
, idesc :: Text
idesc = "Very bright and very heavy brass lantern."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = []
}
blanket :: ItemKind
blanket = $WItemKind :: Char
-> Text
-> Freqs ItemKind
-> [Flavour]
-> Dice
-> Rarity
-> Text
-> Int
-> Dice
-> [Aspect]
-> [Effect]
-> [(GroupName ItemKind, CStore)]
-> Text
-> ItemKind
ItemKind
{ isymbol :: Char
isymbol = Char
symbolLight
, iname :: Text
iname = "wool blanket"
, ifreq :: Freqs ItemKind
ifreq = [("common item", 100), ("light source", 100), ("blanket", 1)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
BrBlack]
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = [(1, 1)]
, iverbHit :: Text
iverbHit = "swoosh"
, iweight :: Int
iweight = 1000
, idamage :: Dice
idamage = 0
, iaspects :: [Aspect]
iaspects = [ Skill -> Dice -> Aspect
AddSkill Skill
SkShine (-10)
, Skill -> Dice -> Aspect
AddSkill Skill
SkArmorMelee 2, Skill -> Dice -> Aspect
AddSkill Skill
SkMaxCalm 5
, Flag -> Aspect
SetFlag Flag
Lobable, Flag -> Aspect
SetFlag Flag
Equipable ]
, ieffects :: [Effect]
ieffects = []
, idesc :: Text
idesc = "Warm, comforting, and concealing, woven from soft wool."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = []
}
flaskTemplate :: ItemKind
flaskTemplate = $WItemKind :: Char
-> Text
-> Freqs ItemKind
-> [Flavour]
-> Dice
-> Rarity
-> Text
-> Int
-> Dice
-> [Aspect]
-> [Effect]
-> [(GroupName ItemKind, CStore)]
-> Text
-> ItemKind
ItemKind
{ isymbol :: Char
isymbol = Char
symbolFlask
, iname :: Text
iname = "flask"
, ifreq :: Freqs ItemKind
ifreq = [("flask unknown", 1)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipGlassPlain [Color]
darkCol [Flavour] -> [Flavour] -> [Flavour]
forall a. [a] -> [a] -> [a]
++ [Color] -> [Flavour]
zipGlassFancy [Color]
darkCol
[Flavour] -> [Flavour] -> [Flavour]
forall a. [a] -> [a] -> [a]
++ [Color] -> [Flavour]
zipLiquid [Color]
darkCol
, icount :: Dice
icount = 1 Int -> Int -> Dice
`dL` 3
, irarity :: Rarity
irarity = [(1, 7), (10, 3)]
, iverbHit :: Text
iverbHit = "splash"
, iweight :: Int
iweight = 500
, idamage :: Dice
idamage = 0
, iaspects :: [Aspect]
iaspects = [ GroupName ItemKind -> Aspect
HideAs "flask unknown", Flag -> Aspect
SetFlag Flag
Lobable, Flag -> Aspect
SetFlag Flag
Fragile
, Int -> Aspect
toVelocity 50 ]
, ieffects :: [Effect]
ieffects = []
, idesc :: Text
idesc = "A flask of oily liquid of a suspect color. Something seems to be moving inside. Double dose causes twice longer effect."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = []
}
flask1 :: ItemKind
flask1 = ItemKind
flaskTemplate
{ ifreq :: Freqs ItemKind
ifreq = [("common item", 100), ("explosive", 100), ("any vial", 100)]
, icount :: Dice
icount = 1 Int -> Int -> Dice
`dL` 5
, irarity :: Rarity
irarity = [(10, 10)]
, iaspects :: [Aspect]
iaspects = Text -> Aspect
ELabel "of strength renewal brew"
Aspect -> [Aspect] -> [Aspect]
forall a. a -> [a] -> [a]
: ItemKind -> [Aspect]
iaspects ItemKind
flaskTemplate
, ieffects :: [Effect]
ieffects = [ GroupName ItemKind -> Dice -> Effect
toOrganGood "strengthened" (20 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 5)
, GroupName ItemKind -> Effect
toOrganNoTimer "regenerating"
, Effect -> Effect
OnSmash (GroupName ItemKind -> Effect
Explode "dense shower") ]
}
flask2 :: ItemKind
flask2 = ItemKind
flaskTemplate
{ ifreq :: Freqs ItemKind
ifreq = [("common item", 100), ("explosive", 100), ("any vial", 100)]
, iaspects :: [Aspect]
iaspects = Text -> Aspect
ELabel "of weakness brew"
Aspect -> [Aspect] -> [Aspect]
forall a. a -> [a] -> [a]
: ItemKind -> [Aspect]
iaspects ItemKind
flaskTemplate
, ieffects :: [Effect]
ieffects = [ GroupName ItemKind -> Dice -> Effect
toOrganBad "weakened" (20 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 5)
, Effect -> Effect
OnSmash (GroupName ItemKind -> Effect
Explode "sparse shower") ]
}
flask3 :: ItemKind
flask3 = ItemKind
flaskTemplate
{ ifreq :: Freqs ItemKind
ifreq = [("common item", 100), ("explosive", 100), ("any vial", 100)]
, iaspects :: [Aspect]
iaspects = Text -> Aspect
ELabel "of melee protective balm"
Aspect -> [Aspect] -> [Aspect]
forall a. a -> [a] -> [a]
: ItemKind -> [Aspect]
iaspects ItemKind
flaskTemplate
, ieffects :: [Effect]
ieffects = [ GroupName ItemKind -> Dice -> Effect
toOrganGood "protected from melee" (20 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 5)
, Effect -> Effect
OnSmash (GroupName ItemKind -> Effect
Explode "melee protective balm") ]
}
flask4 :: ItemKind
flask4 = ItemKind
flaskTemplate
{ ifreq :: Freqs ItemKind
ifreq = [("common item", 100), ("explosive", 100), ("any vial", 100)]
, iaspects :: [Aspect]
iaspects = Text -> Aspect
ELabel "of ranged protective balm"
Aspect -> [Aspect] -> [Aspect]
forall a. a -> [a] -> [a]
: ItemKind -> [Aspect]
iaspects ItemKind
flaskTemplate
, ieffects :: [Effect]
ieffects = [ GroupName ItemKind -> Dice -> Effect
toOrganGood "protected from ranged" (20 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 5)
, Effect -> Effect
OnSmash (GroupName ItemKind -> Effect
Explode "ranged protective balm") ]
}
flask5 :: ItemKind
flask5 = ItemKind
flaskTemplate
{ ifreq :: Freqs ItemKind
ifreq = [("common item", 100), ("explosive", 100), ("any vial", 100)]
, iaspects :: [Aspect]
iaspects = Text -> Aspect
ELabel "of PhD defense questions"
Aspect -> [Aspect] -> [Aspect]
forall a. a -> [a] -> [a]
: ItemKind -> [Aspect]
iaspects ItemKind
flaskTemplate
, ieffects :: [Effect]
ieffects = [ GroupName ItemKind -> Dice -> Effect
toOrganBad "defenseless" (20 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 5)
, Effect
Impress
, DetectKind -> Int -> Effect
Detect DetectKind
DetectExit 20
, Effect -> Effect
OnSmash (GroupName ItemKind -> Effect
Explode "PhD defense question") ]
}
flask6 :: ItemKind
flask6 = ItemKind
flaskTemplate
{ ifreq :: Freqs ItemKind
ifreq = [("common item", 100), ("explosive", 100), ("any vial", 100)]
, irarity :: Rarity
irarity = [(1, 1)]
, iaspects :: [Aspect]
iaspects = Text -> Aspect
ELabel "of resolution"
Aspect -> [Aspect] -> [Aspect]
forall a. a -> [a] -> [a]
: ItemKind -> [Aspect]
iaspects ItemKind
flaskTemplate
, ieffects :: [Effect]
ieffects = [ GroupName ItemKind -> Dice -> Effect
toOrganGood "resolute" (500 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 200)
, Int -> Effect
RefillCalm 60
, Effect -> Effect
OnSmash (GroupName ItemKind -> Effect
Explode "resolution dust") ]
}
flask7 :: ItemKind
flask7 = ItemKind
flaskTemplate
{ ifreq :: Freqs ItemKind
ifreq = [("common item", 100), ("explosive", 100), ("any vial", 100)]
, icount :: Dice
icount = 1
, iaspects :: [Aspect]
iaspects = Text -> Aspect
ELabel "of haste brew"
Aspect -> [Aspect] -> [Aspect]
forall a. a -> [a] -> [a]
: ItemKind -> [Aspect]
iaspects ItemKind
flaskTemplate
, ieffects :: [Effect]
ieffects = [ GroupName ItemKind -> Dice -> Effect
toOrganGood "hasted" (20 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 5)
, Effect -> Effect
OnSmash (GroupName ItemKind -> Effect
Explode "haste spray") ]
}
flask8 :: ItemKind
flask8 = ItemKind
flaskTemplate
{ ifreq :: Freqs ItemKind
ifreq = [("common item", 100), ("explosive", 100), ("any vial", 100)]
, iaspects :: [Aspect]
iaspects = Text -> Aspect
ELabel "of eye drops"
Aspect -> [Aspect] -> [Aspect]
forall a. a -> [a] -> [a]
: ItemKind -> [Aspect]
iaspects ItemKind
flaskTemplate
, ieffects :: [Effect]
ieffects = [ GroupName ItemKind -> Dice -> Effect
toOrganGood "far-sighted" (40 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 10)
, Effect -> Effect
OnSmash (GroupName ItemKind -> Effect
Explode "eye drop") ]
}
flask9 :: ItemKind
flask9 = ItemKind
flaskTemplate
{ ifreq :: Freqs ItemKind
ifreq = [("common item", 100), ("explosive", 100), ("any vial", 100)]
, irarity :: Rarity
irarity = [(10, 2)]
, iaspects :: [Aspect]
iaspects = Text -> Aspect
ELabel "of smelly concoction"
Aspect -> [Aspect] -> [Aspect]
forall a. a -> [a] -> [a]
: ItemKind -> [Aspect]
iaspects ItemKind
flaskTemplate
, ieffects :: [Effect]
ieffects = [ GroupName ItemKind -> Dice -> Effect
toOrganGood "keen-smelling" (40 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 10)
, DetectKind -> Int -> Effect
Detect DetectKind
DetectActor 10
, Effect -> Effect
OnSmash (GroupName ItemKind -> Effect
Explode "smelly droplet") ]
}
flask10 :: ItemKind
flask10 = ItemKind
flaskTemplate
{ ifreq :: Freqs ItemKind
ifreq = [("common item", 100), ("explosive", 100), ("any vial", 100)]
, irarity :: Rarity
irarity = [(10, 2)]
, iaspects :: [Aspect]
iaspects = Text -> Aspect
ELabel "of cat tears"
Aspect -> [Aspect] -> [Aspect]
forall a. a -> [a] -> [a]
: ItemKind -> [Aspect]
iaspects ItemKind
flaskTemplate
, ieffects :: [Effect]
ieffects = [ GroupName ItemKind -> Dice -> Effect
toOrganGood "shiny-eyed" (40 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 10)
, Effect -> Effect
OnSmash (GroupName ItemKind -> Effect
Explode "eye shine") ]
}
flask11 :: ItemKind
flask11 = ItemKind
flaskTemplate
{ iname :: Text
iname = "bottle"
, ifreq :: Freqs ItemKind
ifreq = [("common item", 100), ("explosive", 100), ("any vial", 100)]
, icount :: Dice
icount = 1 Int -> Int -> Dice
`d` 3
, iaspects :: [Aspect]
iaspects = Text -> Aspect
ELabel "of whiskey"
Aspect -> [Aspect] -> [Aspect]
forall a. a -> [a] -> [a]
: ItemKind -> [Aspect]
iaspects ItemKind
flaskTemplate
, ieffects :: [Effect]
ieffects = [ GroupName ItemKind -> Dice -> Effect
toOrganGood "drunk" (20 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 5)
, Dice -> Effect
Burn 1, Int -> Effect
RefillHP 3, Effect
Yell
, Effect -> Effect
OnSmash (GroupName ItemKind -> Effect
Explode "whiskey spray") ]
}
flask12 :: ItemKind
flask12 = ItemKind
flaskTemplate
{ ifreq :: Freqs ItemKind
ifreq = [("common item", 100), ("explosive", 100), ("any vial", 100)]
, icount :: Dice
icount = 1
, iaspects :: [Aspect]
iaspects = Text -> Aspect
ELabel "of bait cocktail"
Aspect -> [Aspect] -> [Aspect]
forall a. a -> [a] -> [a]
: ItemKind -> [Aspect]
iaspects ItemKind
flaskTemplate
, ieffects :: [Effect]
ieffects = [ GroupName ItemKind -> Dice -> Effect
toOrganGood "drunk" (20 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 5)
, Dice -> Effect
Burn 1, Int -> Effect
RefillHP 3
, GroupName ItemKind -> Dice -> Effect
Summon "mobile animal" 1
, Effect -> Effect
OnSmash (GroupName ItemKind -> Dice -> Effect
Summon "mobile animal" 1)
, Effect -> Effect
OnSmash Effect
Impress
, Effect -> Effect
OnSmash (GroupName ItemKind -> Effect
Explode "waste") ]
}
flask13 :: ItemKind
flask13 = ItemKind
flaskTemplate
{ ifreq :: Freqs ItemKind
ifreq = [("common item", 100), ("explosive", 100), ("any vial", 100)]
, irarity :: Rarity
irarity = [(1, 2), (10, 12)]
, iaspects :: [Aspect]
iaspects = Text -> Aspect
ELabel "of regeneration brew"
Aspect -> [Aspect] -> [Aspect]
forall a. a -> [a] -> [a]
: ItemKind -> [Aspect]
iaspects ItemKind
flaskTemplate
, ieffects :: [Effect]
ieffects = [ GroupName ItemKind -> Dice -> Effect
toOrganGood "rose-smelling" (80 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 20)
, GroupName ItemKind -> Effect
toOrganNoTimer "regenerating"
, GroupName ItemKind -> Effect
toOrganNoTimer "regenerating"
, Effect -> Effect
OnSmash (GroupName ItemKind -> Effect
Explode "youth sprinkle") ]
}
flask14 :: ItemKind
flask14 = ItemKind
flaskTemplate
{ ifreq :: Freqs ItemKind
ifreq = [("common item", 100), ("explosive", 100), ("any vial", 100)]
, iaspects :: [Aspect]
iaspects = Text -> Aspect
ELabel "of poison"
Aspect -> [Aspect] -> [Aspect]
forall a. a -> [a] -> [a]
: ItemKind -> [Aspect]
iaspects ItemKind
flaskTemplate
, ieffects :: [Effect]
ieffects = [ GroupName ItemKind -> Effect
toOrganNoTimer "poisoned", GroupName ItemKind -> Effect
toOrganNoTimer "poisoned"
, Effect -> Effect
OnSmash (GroupName ItemKind -> Effect
Explode "poison cloud") ]
}
flask15 :: ItemKind
flask15 = ItemKind
flaskTemplate
{ ifreq :: Freqs ItemKind
ifreq = [("common item", 100), ("explosive", 100), ("any vial", 100)]
, irarity :: Rarity
irarity = [(10, 4)]
, iaspects :: [Aspect]
iaspects = Text -> Aspect
ELabel "of slow resistance"
Aspect -> [Aspect] -> [Aspect]
forall a. a -> [a] -> [a]
: ItemKind -> [Aspect]
iaspects ItemKind
flaskTemplate
, ieffects :: [Effect]
ieffects = [ GroupName ItemKind -> Effect
toOrganNoTimer "slow resistant"
, Effect -> Effect
OnSmash (GroupName ItemKind -> Effect
Explode "anti-slow mist") ]
}
flask16 :: ItemKind
flask16 = ItemKind
flaskTemplate
{ ifreq :: Freqs ItemKind
ifreq = [("common item", 100), ("explosive", 100), ("any vial", 100)]
, irarity :: Rarity
irarity = [(10, 4)]
, iaspects :: [Aspect]
iaspects = Text -> Aspect
ELabel "of poison resistance"
Aspect -> [Aspect] -> [Aspect]
forall a. a -> [a] -> [a]
: ItemKind -> [Aspect]
iaspects ItemKind
flaskTemplate
, ieffects :: [Effect]
ieffects = [ GroupName ItemKind -> Effect
toOrganNoTimer "poison resistant"
, Effect -> Effect
OnSmash (GroupName ItemKind -> Effect
Explode "antidote mist") ]
}
flask17 :: ItemKind
flask17 = ItemKind
flaskTemplate
{ ifreq :: Freqs ItemKind
ifreq = [("common item", 100), ("explosive", 100), ("any vial", 100)]
, iaspects :: [Aspect]
iaspects = Text -> Aspect
ELabel "of calamity"
Aspect -> [Aspect] -> [Aspect]
forall a. a -> [a] -> [a]
: ItemKind -> [Aspect]
iaspects ItemKind
flaskTemplate
, ieffects :: [Effect]
ieffects = [ GroupName ItemKind -> Effect
toOrganNoTimer "poisoned"
, GroupName ItemKind -> Dice -> Effect
toOrganBad "weakened" (20 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 5)
, GroupName ItemKind -> Dice -> Effect
toOrganBad "defenseless" (20 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 5)
, Effect -> Effect
OnSmash (GroupName ItemKind -> Effect
Explode "glass hail") ]
}
potionTemplate :: ItemKind
potionTemplate = $WItemKind :: Char
-> Text
-> Freqs ItemKind
-> [Flavour]
-> Dice
-> Rarity
-> Text
-> Int
-> Dice
-> [Aspect]
-> [Effect]
-> [(GroupName ItemKind, CStore)]
-> Text
-> ItemKind
ItemKind
{ isymbol :: Char
isymbol = Char
symbolPotion
, iname :: Text
iname = "potion"
, ifreq :: Freqs ItemKind
ifreq = [("potion unknown", 1)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipLiquid [Color]
brightCol [Flavour] -> [Flavour] -> [Flavour]
forall a. [a] -> [a] -> [a]
++ [Color] -> [Flavour]
zipPlain [Color]
brightCol [Flavour] -> [Flavour] -> [Flavour]
forall a. [a] -> [a] -> [a]
++ [Color] -> [Flavour]
zipFancy [Color]
brightCol
, icount :: Dice
icount = 1 Int -> Int -> Dice
`dL` 3
, irarity :: Rarity
irarity = [(1, 10), (10, 6)]
, iverbHit :: Text
iverbHit = "splash"
, iweight :: Int
iweight = 200
, idamage :: Dice
idamage = 0
, iaspects :: [Aspect]
iaspects = [ GroupName ItemKind -> Aspect
HideAs "potion unknown", Flag -> Aspect
SetFlag Flag
Lobable, Flag -> Aspect
SetFlag Flag
Fragile
, Int -> Aspect
toVelocity 50 ]
, ieffects :: [Effect]
ieffects = []
, idesc :: Text
idesc = "A vial of bright, frothing concoction. The best that nature has to offer."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = []
}
potion1 :: ItemKind
potion1 = ItemKind
potionTemplate
{ iname :: Text
iname = "vial"
, ifreq :: Freqs ItemKind
ifreq = [("common item", 100), ("potion", 100), ("any vial", 100)]
, icount :: Dice
icount = 3 Int -> Int -> Dice
`dL` 1
, iaspects :: [Aspect]
iaspects = Text -> Aspect
ELabel "of rose water"
Aspect -> [Aspect] -> [Aspect]
forall a. a -> [a] -> [a]
: ItemKind -> [Aspect]
iaspects ItemKind
potionTemplate
, ieffects :: [Effect]
ieffects = [ Effect
Impress, GroupName ItemKind -> Dice -> Effect
toOrganGood "rose-smelling" (80 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 20)
, Effect -> Effect
OnSmash Effect
ApplyPerfume, Effect -> Effect
OnSmash (GroupName ItemKind -> Effect
Explode "fragrance") ]
}
potion2 :: ItemKind
potion2 = ItemKind
potionTemplate
{ ifreq :: Freqs ItemKind
ifreq = [("treasure", 100), ("any vial", 100)]
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = [(5, 8), (10, 8)]
, iaspects :: [Aspect]
iaspects = [ Flag -> Aspect
SetFlag Flag
Unique, Text -> Aspect
ELabel "of Attraction"
, Flag -> Aspect
SetFlag Flag
Precious, Flag -> Aspect
SetFlag Flag
Lobable, Flag -> Aspect
SetFlag Flag
Fragile
, Int -> Aspect
toVelocity 50 ]
, ieffects :: [Effect]
ieffects = [ Effect
Dominate
, GroupName ItemKind -> Dice -> Effect
toOrganGood "hasted" (20 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 5)
, Effect -> Effect
OnSmash (GroupName ItemKind -> Effect
Explode "pheromone")
, Effect -> Effect
OnSmash (GroupName ItemKind -> Effect
Explode "haste spray") ]
, idesc :: Text
idesc = "The liquid fizzes with energy."
}
potion3 :: ItemKind
potion3 = ItemKind
potionTemplate
{ ifreq :: Freqs ItemKind
ifreq = [("common item", 100), ("potion", 100), ("any vial", 100)]
, ieffects :: [Effect]
ieffects = [ Int -> Effect
RefillHP 5, Int -> Int -> CStore -> GroupName ItemKind -> Effect
DropItem 1 Int
forall a. Bounded a => a
maxBound CStore
COrgan "poisoned"
, Effect -> Effect
OnSmash (GroupName ItemKind -> Effect
Explode "healing mist") ]
}
potion4 :: ItemKind
potion4 = ItemKind
potionTemplate
{ ifreq :: Freqs ItemKind
ifreq = [("common item", 100), ("potion", 100), ("any vial", 100)]
, irarity :: Rarity
irarity = [(1, 6), (10, 10)]
, ieffects :: [Effect]
ieffects = [ Int -> Effect
RefillHP 10, Int -> Int -> CStore -> GroupName ItemKind -> Effect
DropItem Int
forall a. Bounded a => a
maxBound Int
forall a. Bounded a => a
maxBound CStore
COrgan "condition"
, Effect -> Effect
OnSmash (GroupName ItemKind -> Effect
Explode "healing mist 2") ]
}
potion5 :: ItemKind
potion5 = ItemKind
potionTemplate
{ ifreq :: Freqs ItemKind
ifreq = [("common item", 100), ("potion", 100), ("any vial", 100)]
, icount :: Dice
icount = 3 Int -> Int -> Dice
`dL` 1
, irarity :: Rarity
irarity = [(1, 12)]
, ieffects :: [Effect]
ieffects = [ [Effect] -> Effect
OneOf [ Int -> Effect
RefillHP 10, Int -> Effect
RefillHP 5, Dice -> Effect
Burn 5
, Int -> Int -> CStore -> GroupName ItemKind -> Effect
DropItem 1 Int
forall a. Bounded a => a
maxBound CStore
COrgan "poisoned"
, GroupName ItemKind -> Dice -> Effect
toOrganGood "strengthened" (20 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 5) ]
, Effect -> Effect
OnSmash ([Effect] -> Effect
OneOf [ GroupName ItemKind -> Effect
Explode "dense shower"
, GroupName ItemKind -> Effect
Explode "sparse shower"
, GroupName ItemKind -> Effect
Explode "melee protective balm"
, GroupName ItemKind -> Effect
Explode "ranged protective balm"
, GroupName ItemKind -> Effect
Explode "PhD defense question" ]) ]
}
potion6 :: ItemKind
potion6 = ItemKind
potionTemplate
{ ifreq :: Freqs ItemKind
ifreq = [("common item", 100), ("potion", 100), ("any vial", 100)]
, icount :: Dice
icount = 3 Int -> Int -> Dice
`dL` 1
, irarity :: Rarity
irarity = [(10, 10)]
, ieffects :: [Effect]
ieffects = [ Effect
Impress
, [Effect] -> Effect
OneOf [ Int -> Effect
RefillHP 20, Int -> Effect
RefillHP 10, Dice -> Effect
Burn 10
, Int -> Int -> CStore -> GroupName ItemKind -> Effect
DropItem 1 Int
forall a. Bounded a => a
maxBound CStore
COrgan "poisoned"
, GroupName ItemKind -> Dice -> Effect
toOrganGood "hasted" (20 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 5)
, GroupName ItemKind -> Dice -> Effect
toOrganBad "impatient" (2 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 2) ]
, Effect -> Effect
OnSmash ([Effect] -> Effect
OneOf [ GroupName ItemKind -> Effect
Explode "healing mist 2"
, GroupName ItemKind -> Effect
Explode "wounding mist"
, GroupName ItemKind -> Effect
Explode "distressing odor"
, GroupName ItemKind -> Effect
Explode "impatient mist"
, GroupName ItemKind -> Effect
Explode "haste spray"
, GroupName ItemKind -> Effect
Explode "slowness mist"
, GroupName ItemKind -> Effect
Explode "fragrance"
, GroupName ItemKind -> Effect
Explode "violent flash" ]) ]
}
potion7 :: ItemKind
potion7 = ItemKind
potionTemplate
{ iname :: Text
iname = "ampoule"
, ifreq :: Freqs ItemKind
ifreq = [("common item", 100), ("potion", 100), ("any vial", 100)]
, icount :: Dice
icount = 3 Int -> Int -> Dice
`dL` 1
, ieffects :: [Effect]
ieffects = [ Int -> Int -> CStore -> GroupName ItemKind -> Effect
DropItem 1 Int
forall a. Bounded a => a
maxBound CStore
COrgan "condition"
, Effect -> Effect
OnSmash (GroupName ItemKind -> Effect
Explode "violent concussion") ]
}
potion8 :: ItemKind
potion8 = ItemKind
potionTemplate
{ ifreq :: Freqs ItemKind
ifreq = [("treasure", 100), ("any vial", 100)]
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = [(10, 5)]
, iaspects :: [Aspect]
iaspects = [ Flag -> Aspect
SetFlag Flag
Unique, Text -> Aspect
ELabel "of Love"
, Flag -> Aspect
SetFlag Flag
Precious, Flag -> Aspect
SetFlag Flag
Lobable, Flag -> Aspect
SetFlag Flag
Fragile
, Int -> Aspect
toVelocity 50 ]
, ieffects :: [Effect]
ieffects = [ Int -> Effect
RefillHP 60, Int -> Effect
RefillCalm (-60)
, GroupName ItemKind -> Dice -> Effect
toOrganGood "rose-smelling" (80 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 20)
, Effect -> Effect
OnSmash (GroupName ItemKind -> Effect
Explode "healing mist 2")
, Effect -> Effect
OnSmash (GroupName ItemKind -> Effect
Explode "distressing odor") ]
, idesc :: Text
idesc = "Perplexing swirls of intense, compelling colour."
}
potion9 :: ItemKind
potion9 = ItemKind
potionTemplate
{ ifreq :: Freqs ItemKind
ifreq = [("common item", 100), ("potion", 100), ("any vial", 100)]
, irarity :: Rarity
irarity = [(10, 5)]
, iaspects :: [Aspect]
iaspects = Text -> Aspect
ELabel "of grenadier focus"
Aspect -> [Aspect] -> [Aspect]
forall a. a -> [a] -> [a]
: ItemKind -> [Aspect]
iaspects ItemKind
potionTemplate
, ieffects :: [Effect]
ieffects = [ GroupName ItemKind -> Dice -> Effect
toOrganGood "more projecting" (40 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 10)
, GroupName ItemKind -> Dice -> Effect
toOrganBad "pacified" (5 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 3)
, Effect -> Effect
OnSmash (GroupName ItemKind -> Effect
Explode "more projecting dew")
, Effect -> Effect
OnSmash (GroupName ItemKind -> Effect
Explode "pacified mist") ]
, idesc :: Text
idesc = "Thick, sluggish fluid with violently-bursting bubbles."
}
potion10 :: ItemKind
potion10 = ItemKind
potionTemplate
{ ifreq :: Freqs ItemKind
ifreq = [("common item", 100), ("potion", 100), ("any vial", 100)]
, irarity :: Rarity
irarity = [(10, 8)]
, iaspects :: [Aspect]
iaspects = Text -> Aspect
ELabel "of frenzy"
Aspect -> [Aspect] -> [Aspect]
forall a. a -> [a] -> [a]
: ItemKind -> [Aspect]
iaspects ItemKind
potionTemplate
, ieffects :: [Effect]
ieffects = [ Effect
Yell
, GroupName ItemKind -> Dice -> Effect
toOrganGood "strengthened" (20 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 5)
, GroupName ItemKind -> Dice -> Effect
toOrganBad "retaining" (5 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 3)
, GroupName ItemKind -> Dice -> Effect
toOrganBad "frenzied" (40 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 10)
, Effect -> Effect
OnSmash (GroupName ItemKind -> Effect
Explode "dense shower")
, Effect -> Effect
OnSmash (GroupName ItemKind -> Effect
Explode "retaining mist")
, Effect -> Effect
OnSmash (GroupName ItemKind -> Effect
Explode "retaining mist") ]
}
potion11 :: ItemKind
potion11 = ItemKind
potionTemplate
{ ifreq :: Freqs ItemKind
ifreq = [("common item", 100), ("potion", 100), ("any vial", 100)]
, irarity :: Rarity
irarity = [(10, 8)]
, iaspects :: [Aspect]
iaspects = Text -> Aspect
ELabel "of panic"
Aspect -> [Aspect] -> [Aspect]
forall a. a -> [a] -> [a]
: ItemKind -> [Aspect]
iaspects ItemKind
potionTemplate
, ieffects :: [Effect]
ieffects = [ Int -> Effect
RefillCalm (-30)
, GroupName ItemKind -> Dice -> Effect
toOrganGood "hasted" (20 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 5)
, GroupName ItemKind -> Dice -> Effect
toOrganBad "weakened" (20 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 5)
, GroupName ItemKind -> Dice -> Effect
toOrganBad "withholding" (10 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 5)
, Effect -> Effect
OnSmash (GroupName ItemKind -> Effect
Explode "haste spray")
, Effect -> Effect
OnSmash (GroupName ItemKind -> Effect
Explode "sparse shower")
, Effect -> Effect
OnSmash (GroupName ItemKind -> Effect
Explode "withholding mist") ]
}
potion12 :: ItemKind
potion12 = ItemKind
potionTemplate
{ ifreq :: Freqs ItemKind
ifreq = [("common item", 100), ("potion", 100), ("any vial", 100)]
, irarity :: Rarity
irarity = [(10, 8)]
, iaspects :: [Aspect]
iaspects = Text -> Aspect
ELabel "of quicksilver"
Aspect -> [Aspect] -> [Aspect]
forall a. a -> [a] -> [a]
: ItemKind -> [Aspect]
iaspects ItemKind
potionTemplate
, ieffects :: [Effect]
ieffects = [ GroupName ItemKind -> Dice -> Effect
toOrganGood "hasted" (20 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 5)
, GroupName ItemKind -> Dice -> Effect
toOrganBad "blind" (10 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 5)
, GroupName ItemKind -> Dice -> Effect
toOrganBad "immobile" (5 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 5)
, Effect -> Effect
OnSmash (GroupName ItemKind -> Effect
Explode "haste spray")
, Effect -> Effect
OnSmash (GroupName ItemKind -> Effect
Explode "iron filing")
, Effect -> Effect
OnSmash (GroupName ItemKind -> Effect
Explode "immobile mist") ]
}
fragmentationBomb :: ItemKind
fragmentationBomb = $WItemKind :: Char
-> Text
-> Freqs ItemKind
-> [Flavour]
-> Dice
-> Rarity
-> Text
-> Int
-> Dice
-> [Aspect]
-> [Effect]
-> [(GroupName ItemKind, CStore)]
-> Text
-> ItemKind
ItemKind
{ isymbol :: Char
isymbol = Char
symbolProjectile
, iname :: Text
iname = "clay pot"
, ifreq :: Freqs ItemKind
ifreq = [("common item", 100), ("explosive", 200)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
Red]
, icount :: Dice
icount = 1 Int -> Int -> Dice
`dL` 5
, irarity :: Rarity
irarity = [(5, 8), (10, 5)]
, iverbHit :: Text
iverbHit = "thud"
, iweight :: Int
iweight = 3000
, idamage :: Dice
idamage = 1 Int -> Int -> Dice
`d` 1
, iaspects :: [Aspect]
iaspects = [ Text -> Aspect
ELabel "of black powder"
, Flag -> Aspect
SetFlag Flag
Lobable, Flag -> Aspect
SetFlag Flag
Fragile ]
, ieffects :: [Effect]
ieffects = [ GroupName ItemKind -> Effect
Explode "focused fragmentation"
, Effect -> Effect
OnSmash (GroupName ItemKind -> Effect
Explode "violent fragmentation") ]
, idesc :: Text
idesc = "The practical application of science."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = []
}
concussionBomb :: ItemKind
concussionBomb = ItemKind
fragmentationBomb
{ iname :: Text
iname = "satchel"
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
Magenta]
, iverbHit :: Text
iverbHit = "flap"
, iweight :: Int
iweight = 400
, idamage :: Dice
idamage = 0
, iaspects :: [Aspect]
iaspects = [ Text -> Aspect
ELabel "of mining charges"
, Flag -> Aspect
SetFlag Flag
Lobable, Flag -> Aspect
SetFlag Flag
Fragile
, Int -> Aspect
toVelocity 70 ]
, ieffects :: [Effect]
ieffects = [ GroupName ItemKind -> Effect
Explode "focused concussion"
, Effect -> Effect
OnSmash (GroupName ItemKind -> Effect
Explode "violent concussion") ]
, idesc :: Text
idesc = "Avoid sudden movements."
}
flashBomb :: ItemKind
flashBomb = ItemKind
fragmentationBomb
{ iname :: Text
iname = "magnesium ribbon"
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
BrYellow]
, iverbHit :: Text
iverbHit = "flash"
, iweight :: Int
iweight = 400
, idamage :: Dice
idamage = 0
, iaspects :: [Aspect]
iaspects = [ Flag -> Aspect
SetFlag Flag
Lobable, Flag -> Aspect
SetFlag Flag
Fragile
, Int -> Aspect
toVelocity 70 ]
, ieffects :: [Effect]
ieffects = [GroupName ItemKind -> Effect
Explode "focused flash", Effect -> Effect
OnSmash (GroupName ItemKind -> Effect
Explode "violent flash")]
, idesc :: Text
idesc = "For dramatic entrances and urgent exits."
}
firecrackerBomb :: ItemKind
firecrackerBomb = ItemKind
fragmentationBomb
{ iname :: Text
iname = "roll"
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
BrMagenta]
, irarity :: Rarity
irarity = [(1, 5), (5, 6)]
, iverbHit :: Text
iverbHit = "crack"
, iweight :: Int
iweight = 1000
, idamage :: Dice
idamage = 0
, iaspects :: [Aspect]
iaspects = [Flag -> Aspect
SetFlag Flag
Lobable, Flag -> Aspect
SetFlag Flag
Fragile]
, ieffects :: [Effect]
ieffects = [GroupName ItemKind -> Effect
Explode "firecracker", Effect -> Effect
OnSmash (GroupName ItemKind -> Effect
Explode "firecracker")]
, idesc :: Text
idesc = "String and paper, concealing a deadly surprise."
}
ediblePlantTemplate :: ItemKind
ediblePlantTemplate = $WItemKind :: Char
-> Text
-> Freqs ItemKind
-> [Flavour]
-> Dice
-> Rarity
-> Text
-> Int
-> Dice
-> [Aspect]
-> [Effect]
-> [(GroupName ItemKind, CStore)]
-> Text
-> ItemKind
ItemKind
{ isymbol :: Char
isymbol = Char
symbolFood
, iname :: Text
iname = "edible plant"
, ifreq :: Freqs ItemKind
ifreq = [("edible plant unknown", 1)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color]
stdCol
, icount :: Dice
icount = 1 Int -> Int -> Dice
`dL` 5
, irarity :: Rarity
irarity = [(1, 12), (10, 6)]
, iverbHit :: Text
iverbHit = "thump"
, iweight :: Int
iweight = 50
, idamage :: Dice
idamage = 0
, iaspects :: [Aspect]
iaspects = [ GroupName ItemKind -> Aspect
HideAs "edible plant unknown"
, Int -> Aspect
toVelocity 30 ]
, ieffects :: [Effect]
ieffects = []
, idesc :: Text
idesc = "Withered but fragrant bits of a colorful plant. Taste tolerably and break down easily, but only eating may reveal the full effects."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = []
}
ediblePlant1 :: ItemKind
ediblePlant1 = ItemKind
ediblePlantTemplate
{ iname :: Text
iname = "overripe berry"
, ifreq :: Freqs ItemKind
ifreq = [("common item", 100), ("edible plant", 100)]
, ieffects :: [Effect]
ieffects = [Int -> Effect
RefillHP 1, GroupName ItemKind -> Dice -> Effect
toOrganBad "immobile" (5 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 5)]
}
ediblePlant2 :: ItemKind
ediblePlant2 = ItemKind
ediblePlantTemplate
{ iname :: Text
iname = "frayed fungus"
, ifreq :: Freqs ItemKind
ifreq = [("common item", 100), ("edible plant", 100)]
, ieffects :: [Effect]
ieffects = [GroupName ItemKind -> Effect
toOrganNoTimer "poisoned"]
}
ediblePlant3 :: ItemKind
ediblePlant3 = ItemKind
ediblePlantTemplate
{ iname :: Text
iname = "thick leaf"
, ifreq :: Freqs ItemKind
ifreq = [("common item", 100), ("edible plant", 100)]
, ieffects :: [Effect]
ieffects = [Int -> Int -> CStore -> GroupName ItemKind -> Effect
DropItem 1 Int
forall a. Bounded a => a
maxBound CStore
COrgan "poisoned"]
}
ediblePlant4 :: ItemKind
ediblePlant4 = ItemKind
ediblePlantTemplate
{ iname :: Text
iname = "shrunk fruit"
, ifreq :: Freqs ItemKind
ifreq = [("common item", 100), ("edible plant", 100)]
, ieffects :: [Effect]
ieffects = [GroupName ItemKind -> Dice -> Effect
toOrganBad "blind" (10 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 10)]
}
ediblePlant5 :: ItemKind
ediblePlant5 = ItemKind
ediblePlantTemplate
{ iname :: Text
iname = "fragrant herb"
, ifreq :: Freqs ItemKind
ifreq = [("common item", 100), ("edible plant", 100)]
, icount :: Dice
icount = 1 Int -> Int -> Dice
`dL` 9
, irarity :: Rarity
irarity = [(1, 12), (10, 5)]
, iaspects :: [Aspect]
iaspects = Text -> Aspect
ELabel "of lethargy"
Aspect -> [Aspect] -> [Aspect]
forall a. a -> [a] -> [a]
: ItemKind -> [Aspect]
iaspects ItemKind
ediblePlantTemplate
, ieffects :: [Effect]
ieffects = [ GroupName ItemKind -> Dice -> Effect
toOrganBad "slowed" (20 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 5)
, GroupName ItemKind -> Effect
toOrganNoTimer "regenerating"
, GroupName ItemKind -> Effect
toOrganNoTimer "regenerating"
, Int -> Effect
RefillCalm 5 ]
}
ediblePlant6 :: ItemKind
ediblePlant6 = ItemKind
ediblePlantTemplate
{ iname :: Text
iname = "dull flower"
, ifreq :: Freqs ItemKind
ifreq = [("common item", 100), ("edible plant", 100)]
, ieffects :: [Effect]
ieffects = [Effect
PutToSleep]
}
ediblePlant7 :: ItemKind
ediblePlant7 = ItemKind
ediblePlantTemplate
{ iname :: Text
iname = "spicy bark"
, ifreq :: Freqs ItemKind
ifreq = [("common item", 100), ("edible plant", 100)]
, ieffects :: [Effect]
ieffects = [Dice -> Effect
InsertMove 20, GroupName ItemKind -> Dice -> Effect
toOrganBad "frenzied" (40 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 10)]
}
scrollTemplate :: ItemKind
scrollTemplate = $WItemKind :: Char
-> Text
-> Freqs ItemKind
-> [Flavour]
-> Dice
-> Rarity
-> Text
-> Int
-> Dice
-> [Aspect]
-> [Effect]
-> [(GroupName ItemKind, CStore)]
-> Text
-> ItemKind
ItemKind
{ isymbol :: Char
isymbol = Char
symbolScroll
, iname :: Text
iname = "scroll"
, ifreq :: Freqs ItemKind
ifreq = [("scroll unknown", 1)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipFancy [Color]
stdCol [Flavour] -> [Flavour] -> [Flavour]
forall a. [a] -> [a] -> [a]
++ [Color] -> [Flavour]
zipPlain [Color]
stdCol
, icount :: Dice
icount = 1 Int -> Int -> Dice
`dL` 3
, irarity :: Rarity
irarity = [(1, 14), (10, 7)]
, iverbHit :: Text
iverbHit = "thump"
, iweight :: Int
iweight = 50
, idamage :: Dice
idamage = 0
, iaspects :: [Aspect]
iaspects = [ GroupName ItemKind -> Aspect
HideAs "scroll unknown"
, Int -> Aspect
toVelocity 30 ]
, ieffects :: [Effect]
ieffects = []
, idesc :: Text
idesc = "Scraps of haphazardly scribbled mysteries from beyond. Is this equation an alchemical recipe? Is this diagram an extradimensional map? Is this formula a secret call sign?"
, ikit :: [(GroupName ItemKind, CStore)]
ikit = []
}
scroll1 :: ItemKind
scroll1 = ItemKind
scrollTemplate
{ ifreq :: Freqs ItemKind
ifreq = [("treasure", 100), ("any scroll", 100)]
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = [(5, 9), (10, 9)]
, iaspects :: [Aspect]
iaspects = [Flag -> Aspect
SetFlag Flag
Unique, Text -> Aspect
ELabel "of Reckless Beacon"]
[Aspect] -> [Aspect] -> [Aspect]
forall a. [a] -> [a] -> [a]
++ ItemKind -> [Aspect]
iaspects ItemKind
scrollTemplate
, ieffects :: [Effect]
ieffects = [GroupName ItemKind -> Dice -> Effect
Summon "hero" 1, GroupName ItemKind -> Dice -> Effect
Summon "mobile animal" (2 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 2)]
, idesc :: Text
idesc = "The bright flame and sweet-smelling smoke of this heavily infused scroll should attract natural creatures inhabiting the area, including human survivors, if any."
}
scroll2 :: ItemKind
scroll2 = ItemKind
scrollTemplate
{ ifreq :: Freqs ItemKind
ifreq = [("common item", 100), ("any scroll", 100)]
, irarity :: Rarity
irarity = [(1, 6), (10, 2)]
, ieffects :: [Effect]
ieffects = [Bool -> Effect
Ascend Bool
False]
}
scroll3 :: ItemKind
scroll3 = ItemKind
scrollTemplate
{ ifreq :: Freqs ItemKind
ifreq = [("common item", 100), ("any scroll", 100)]
, icount :: Dice
icount = 3 Int -> Int -> Dice
`dL` 1
, irarity :: Rarity
irarity = [(1, 14)]
, ieffects :: [Effect]
ieffects = [[Effect] -> Effect
OneOf [ Dice -> Effect
Teleport 5, Dice -> Effect
Paralyze 10, Dice -> Effect
InsertMove 30
, DetectKind -> Int -> Effect
Detect DetectKind
DetectEmbed 12, DetectKind -> Int -> Effect
Detect DetectKind
DetectHidden 20 ]]
}
scroll4 :: ItemKind
scroll4 = ItemKind
scrollTemplate
{ ifreq :: Freqs ItemKind
ifreq = [("common item", 100), ("any scroll", 100)]
, icount :: Dice
icount = 3 Int -> Int -> Dice
`dL` 1
, irarity :: Rarity
irarity = [(10, 14)]
, ieffects :: [Effect]
ieffects = [ Effect
Impress
, [Effect] -> Effect
OneOf [ Dice -> Effect
Teleport 20, Bool -> Effect
Ascend Bool
False, Bool -> Effect
Ascend Bool
True
, GroupName ItemKind -> Dice -> Effect
Summon "hero" 1, GroupName ItemKind -> Dice -> Effect
Summon "mobile animal" (Dice -> Effect) -> Dice -> Effect
forall a b. (a -> b) -> a -> b
$ 1 Int -> Int -> Dice
`d` 2
, DetectKind -> Int -> Effect
Detect DetectKind
DetectLoot 20
, CStore -> GroupName ItemKind -> TimerDice -> Effect
CreateItem CStore
CGround "common item" TimerDice
timerNone ] ]
}
scroll5 :: ItemKind
scroll5 = ItemKind
scrollTemplate
{ ifreq :: Freqs ItemKind
ifreq = [("common item", 100), ("any scroll", 100)]
, irarity :: Rarity
irarity = [(1, 6)]
, ieffects :: [Effect]
ieffects = [Dice -> Effect
InsertMove (Dice -> Effect) -> Dice -> Effect
forall a b. (a -> b) -> a -> b
$ 20 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`dL` 20]
}
scroll6 :: ItemKind
scroll6 = ItemKind
scrollTemplate
{ ifreq :: Freqs ItemKind
ifreq = [("common item", 100), ("any scroll", 100)]
, icount :: Dice
icount = 3 Int -> Int -> Dice
`dL` 1
, irarity :: Rarity
irarity = [(1, 20)]
, iaspects :: [Aspect]
iaspects = Text -> Aspect
ELabel "of scientific explanation"
Aspect -> [Aspect] -> [Aspect]
forall a. a -> [a] -> [a]
: ItemKind -> [Aspect]
iaspects ItemKind
scrollTemplate
, ieffects :: [Effect]
ieffects = [[Effect] -> Effect
Composite [Effect
Identify, Int -> Effect
RefillCalm 10]]
, idesc :: Text
idesc = "The most pressing existential concerns are met with a deeply satisfying scientific answer."
}
scroll7 :: ItemKind
scroll7 = ItemKind
scrollTemplate
{ ifreq :: Freqs ItemKind
ifreq = [("common item", 100), ("any scroll", 100)]
, irarity :: Rarity
irarity = [(10, 20)]
, iaspects :: [Aspect]
iaspects = Text -> Aspect
ELabel "of transmutation"
Aspect -> [Aspect] -> [Aspect]
forall a. a -> [a] -> [a]
: ItemKind -> [Aspect]
iaspects ItemKind
scrollTemplate
, ieffects :: [Effect]
ieffects = [[Effect] -> Effect
Composite [Effect
PolyItem, GroupName ItemKind -> Effect
Explode "firecracker"]]
}
scroll8 :: ItemKind
scroll8 = ItemKind
scrollTemplate
{ ifreq :: Freqs ItemKind
ifreq = [("treasure", 100), ("any scroll", 100)]
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = [(10, 12)]
, iaspects :: [Aspect]
iaspects = [Flag -> Aspect
SetFlag Flag
Unique, Text -> Aspect
ELabel "of Rescue Proclamation"]
[Aspect] -> [Aspect] -> [Aspect]
forall a. [a] -> [a] -> [a]
++ ItemKind -> [Aspect]
iaspects ItemKind
scrollTemplate
, ieffects :: [Effect]
ieffects = [GroupName ItemKind -> Dice -> Effect
Summon "hero" 1]
, idesc :: Text
idesc = "A survivor of past exploration missions is found that enjoys, apparently, complete physiological integrity. We can pronounce him a comrade in arms and let him join our party."
}
scroll9 :: ItemKind
scroll9 = ItemKind
scrollTemplate
{ ifreq :: Freqs ItemKind
ifreq = [("common item", 100), ("any scroll", 100)]
, irarity :: Rarity
irarity = [(10, 4)]
, ieffects :: [Effect]
ieffects = [DetectKind -> Int -> Effect
Detect DetectKind
DetectAll 20]
}
scroll10 :: ItemKind
scroll10 = ItemKind
scrollTemplate
{ ifreq :: Freqs ItemKind
ifreq = [("common item", 100), ("any scroll", 100)]
, iaspects :: [Aspect]
iaspects = Text -> Aspect
ELabel "of cue interpretation"
Aspect -> [Aspect] -> [Aspect]
forall a. a -> [a] -> [a]
: ItemKind -> [Aspect]
iaspects ItemKind
scrollTemplate
, ieffects :: [Effect]
ieffects = [DetectKind -> Int -> Effect
Detect DetectKind
DetectActor 20]
}
scroll11 :: ItemKind
scroll11 = ItemKind
scrollTemplate
{ ifreq :: Freqs ItemKind
ifreq = [("common item", 100), ("any scroll", 100)]
, irarity :: Rarity
irarity = [(10, 11)]
, ieffects :: [Effect]
ieffects = [ThrowMod -> Effect
PushActor (Int -> Int -> Int -> ThrowMod
ThrowMod 400 200 1)]
}
scroll12 :: ItemKind
scroll12 = ItemKind
scrollTemplate
{ ifreq :: Freqs ItemKind
ifreq = [("common item", 100), ("any scroll", 100)]
, irarity :: Rarity
irarity = [(10, 15)]
, iaspects :: [Aspect]
iaspects = Text -> Aspect
ELabel "of similarity"
Aspect -> [Aspect] -> [Aspect]
forall a. a -> [a] -> [a]
: ItemKind -> [Aspect]
iaspects ItemKind
scrollTemplate
, ieffects :: [Effect]
ieffects = [Effect
DupItem]
}
scroll13 :: ItemKind
scroll13 = ItemKind
scrollTemplate
{ ifreq :: Freqs ItemKind
ifreq = [("common item", 100), ("any scroll", 100)]
, irarity :: Rarity
irarity = [(10, 15)]
, iaspects :: [Aspect]
iaspects = Text -> Aspect
ELabel "of transfiguration"
Aspect -> [Aspect] -> [Aspect]
forall a. a -> [a] -> [a]
: ItemKind -> [Aspect]
iaspects ItemKind
scrollTemplate
, ieffects :: [Effect]
ieffects = [Effect
RerollItem]
}
jumpingPole :: ItemKind
jumpingPole = $WItemKind :: Char
-> Text
-> Freqs ItemKind
-> [Flavour]
-> Dice
-> Rarity
-> Text
-> Int
-> Dice
-> [Aspect]
-> [Effect]
-> [(GroupName ItemKind, CStore)]
-> Text
-> ItemKind
ItemKind
{ isymbol :: Char
isymbol = Char
symbolWand
, iname :: Text
iname = "jumping pole"
, ifreq :: Freqs ItemKind
ifreq = [("common item", 100)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
White]
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = [(1, 3)]
, iverbHit :: Text
iverbHit = "prod"
, iweight :: Int
iweight = 10000
, idamage :: Dice
idamage = 0
, iaspects :: [Aspect]
iaspects = [ Dice -> Aspect
Timeout (Dice -> Aspect) -> Dice -> Aspect
forall a b. (a -> b) -> a -> b
$ (2 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 2 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
- 1 Int -> Int -> Dice
`dL` 2) Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
* 5
, Flag -> Aspect
SetFlag Flag
Durable ]
, ieffects :: [Effect]
ieffects = [GroupName ItemKind -> Dice -> Effect
toOrganGood "hasted" 1]
, idesc :: Text
idesc = "Makes you vulnerable at take-off, but then you are free like a bird."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = []
}
sharpeningTool :: ItemKind
sharpeningTool = $WItemKind :: Char
-> Text
-> Freqs ItemKind
-> [Flavour]
-> Dice
-> Rarity
-> Text
-> Int
-> Dice
-> [Aspect]
-> [Effect]
-> [(GroupName ItemKind, CStore)]
-> Text
-> ItemKind
ItemKind
{ isymbol :: Char
isymbol = Char
symbolTool
, iname :: Text
iname = "whetstone"
, ifreq :: Freqs ItemKind
ifreq = [("common item", 100)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
Blue]
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = [(10, 10)]
, iverbHit :: Text
iverbHit = "smack"
, iweight :: Int
iweight = 400
, idamage :: Dice
idamage = 0
, iaspects :: [Aspect]
iaspects = [ Skill -> Dice -> Aspect
AddSkill Skill
SkHurtMelee (Dice -> Aspect) -> Dice -> Aspect
forall a b. (a -> b) -> a -> b
$ (1 Int -> Int -> Dice
`dL` 7) Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
* 5
, Flag -> Aspect
SetFlag Flag
Equipable, EqpSlot -> Aspect
EqpSlot EqpSlot
EqpSlotHurtMelee ]
, ieffects :: [Effect]
ieffects = []
, idesc :: Text
idesc = "A portable sharpening stone for keeping your weapons keen and true, without the need to set up camp, fish out tools and assemble a proper sharpening workshop."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = []
}
seeingItem :: ItemKind
seeingItem = $WItemKind :: Char
-> Text
-> Freqs ItemKind
-> [Flavour]
-> Dice
-> Rarity
-> Text
-> Int
-> Dice
-> [Aspect]
-> [Effect]
-> [(GroupName ItemKind, CStore)]
-> Text
-> ItemKind
ItemKind
{ isymbol :: Char
isymbol = Char
symbolFood
, iname :: Text
iname = "giant pupil"
, ifreq :: Freqs ItemKind
ifreq = [("common item", 100)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
Red]
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = [(1, 2)]
, iverbHit :: Text
iverbHit = "gaze at"
, iweight :: Int
iweight = 100
, idamage :: Dice
idamage = 0
, iaspects :: [Aspect]
iaspects = [ Dice -> Aspect
Timeout 3
, Skill -> Dice -> Aspect
AddSkill Skill
SkSight 10
, Skill -> Dice -> Aspect
AddSkill Skill
SkMaxCalm 30
, Skill -> Dice -> Aspect
AddSkill Skill
SkShine 2
, Flag -> Aspect
SetFlag Flag
Periodic ]
, ieffects :: [Effect]
ieffects = [ DetectKind -> Int -> Effect
Detect DetectKind
DetectActor 20
, GroupName ItemKind -> Effect
toOrganNoTimer "poisoned"
, GroupName ItemKind -> Dice -> Effect
Summon "mobile monster" 1 ]
, idesc :: Text
idesc = "A slimy, dilated green pupil torn out from some giant eye. Clear and focused, as if still alive."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = []
}
motionScanner :: ItemKind
motionScanner = $WItemKind :: Char
-> Text
-> Freqs ItemKind
-> [Flavour]
-> Dice
-> Rarity
-> Text
-> Int
-> Dice
-> [Aspect]
-> [Effect]
-> [(GroupName ItemKind, CStore)]
-> Text
-> ItemKind
ItemKind
{ isymbol :: Char
isymbol = Char
symbolTool
, iname :: Text
iname = "draft detector"
, ifreq :: Freqs ItemKind
ifreq = [("common item", 100), ("add nocto 1", 20)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
BrRed]
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = [(5, 2)]
, iverbHit :: Text
iverbHit = "jingle"
, iweight :: Int
iweight = 300
, idamage :: Dice
idamage = 0
, iaspects :: [Aspect]
iaspects = [ Skill -> Dice -> Aspect
AddSkill Skill
SkNocto 1
, Skill -> Dice -> Aspect
AddSkill Skill
SkArmorMelee (-15 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ (1 Int -> Int -> Dice
`dL` 3) Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
* 5)
, Skill -> Dice -> Aspect
AddSkill Skill
SkArmorRanged (-15 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ (1 Int -> Int -> Dice
`dL` 3) Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
* 5)
, Flag -> Aspect
SetFlag Flag
Equipable, EqpSlot -> Aspect
EqpSlot EqpSlot
EqpSlotMiscBonus ]
, ieffects :: [Effect]
ieffects = []
, idesc :: Text
idesc = "A silk flag with a bell for detecting sudden draft changes. May indicate a nearby corridor crossing or a fast enemy approaching in the dark. Is also very noisy."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = []
}
iaspects_necklaceTemplate :: [Aspect]
iaspects_necklaceTemplate :: [Aspect]
iaspects_necklaceTemplate =
[ GroupName ItemKind -> Aspect
HideAs "necklace unknown"
, Flag -> Aspect
SetFlag Flag
Periodic, Flag -> Aspect
SetFlag Flag
Precious, Flag -> Aspect
SetFlag Flag
Equipable
, Int -> Aspect
toVelocity 50 ]
gorget :: ItemKind
gorget = ItemKind
necklaceTemplate
{ iname :: Text
iname = "Old Gorget"
, ifreq :: Freqs ItemKind
ifreq = [("common item", 25), ("treasure", 25)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipFancy [Color
BrCyan]
, iaspects :: [Aspect]
iaspects = [ Flag -> Aspect
SetFlag Flag
Unique
, Dice -> Aspect
Timeout (Dice -> Aspect) -> Dice -> Aspect
forall a b. (a -> b) -> a -> b
$ 5 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
- 1 Int -> Int -> Dice
`dL` 4
, Skill -> Dice -> Aspect
AddSkill Skill
SkArmorMelee 3, Skill -> Dice -> Aspect
AddSkill Skill
SkArmorRanged 2
, Flag -> Aspect
SetFlag Flag
Durable ]
[Aspect] -> [Aspect] -> [Aspect]
forall a. [a] -> [a] -> [a]
++ [Aspect]
iaspects_necklaceTemplate
, ieffects :: [Effect]
ieffects = [Int -> Effect
RefillCalm 1]
, idesc :: Text
idesc = "Highly ornamental, cold, large, steel medallion on a chain. Unlikely to offer much protection as an armor piece, but the old, worn engraving reassures you."
}
necklaceTemplate :: ItemKind
necklaceTemplate = $WItemKind :: Char
-> Text
-> Freqs ItemKind
-> [Flavour]
-> Dice
-> Rarity
-> Text
-> Int
-> Dice
-> [Aspect]
-> [Effect]
-> [(GroupName ItemKind, CStore)]
-> Text
-> ItemKind
ItemKind
{ isymbol :: Char
isymbol = Char
symbolNecklace
, iname :: Text
iname = "necklace"
, ifreq :: Freqs ItemKind
ifreq = [("necklace unknown", 1)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipFancy [Color]
stdCol [Flavour] -> [Flavour] -> [Flavour]
forall a. [a] -> [a] -> [a]
++ [Color] -> [Flavour]
zipPlain [Color]
brightCol
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = [(4, 3), (10, 6)]
, iverbHit :: Text
iverbHit = "whip"
, iweight :: Int
iweight = 30
, idamage :: Dice
idamage = 0
, iaspects :: [Aspect]
iaspects = Dice -> Aspect
Timeout 1000000
Aspect -> [Aspect] -> [Aspect]
forall a. a -> [a] -> [a]
: [Aspect]
iaspects_necklaceTemplate
, ieffects :: [Effect]
ieffects = []
, idesc :: Text
idesc = "Menacing Greek symbols shimmer with increasing speeds along a chain of fine encrusted links. After a tense build-up, a prismatic arc shoots towards the ground and the iridescence subdues, becomes ordered and resembles a harmless ornament again, for a time."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = []
}
necklace1 :: ItemKind
necklace1 = ItemKind
necklaceTemplate
{ ifreq :: Freqs ItemKind
ifreq = [("treasure", 100), ("any jewelry", 100)]
, irarity :: Rarity
irarity = [(10, 3)]
, iaspects :: [Aspect]
iaspects = [ Flag -> Aspect
SetFlag Flag
Unique, Text -> Aspect
ELabel "of Aromata"
, Dice -> Aspect
Timeout (Dice -> Aspect) -> Dice -> Aspect
forall a b. (a -> b) -> a -> b
$ (4 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
- 1 Int -> Int -> Dice
`dL` 3) Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
* 10
, Flag -> Aspect
SetFlag Flag
Durable ]
[Aspect] -> [Aspect] -> [Aspect]
forall a. [a] -> [a] -> [a]
++ [Aspect]
iaspects_necklaceTemplate
, ieffects :: [Effect]
ieffects = [Int -> Effect
RefillHP 1]
, idesc :: Text
idesc = "A cord of freshly dried herbs and healing berries."
}
necklace2 :: ItemKind
necklace2 = ItemKind
necklaceTemplate
{ ifreq :: Freqs ItemKind
ifreq = [("treasure", 100), ("any jewelry", 100)]
, irarity :: Rarity
irarity = [(10, 3)]
, iaspects :: [Aspect]
iaspects = [ Flag -> Aspect
SetFlag Flag
Unique, Text -> Aspect
ELabel "of Live Bait"
, Dice -> Aspect
Timeout 30
, Skill -> Dice -> Aspect
AddSkill Skill
SkOdor 2
, Flag -> Aspect
SetFlag Flag
Durable ]
[Aspect] -> [Aspect] -> [Aspect]
forall a. [a] -> [a] -> [a]
++ [Aspect]
iaspects_necklaceTemplate
, ieffects :: [Effect]
ieffects = [ Int -> Int -> CStore -> GroupName ItemKind -> Effect
DropItem 1 1 CStore
COrgan "condition"
, Effect
Impress
, GroupName ItemKind -> Dice -> Effect
Summon "mobile animal" (Dice -> Effect) -> Dice -> Effect
forall a b. (a -> b) -> a -> b
$ 1 Int -> Int -> Dice
`dL` 2
, GroupName ItemKind -> Effect
Explode "waste" ]
, idesc :: Text
idesc = "A cord hung with lumps of decaying meat. It's better not to think about the source."
}
necklace3 :: ItemKind
necklace3 = ItemKind
necklaceTemplate
{ ifreq :: Freqs ItemKind
ifreq = [("common item", 100), ("any jewelry", 100)]
, iaspects :: [Aspect]
iaspects = [ Text -> Aspect
ELabel "of fearful listening"
, Dice -> Aspect
Timeout ((1 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 2) Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
* 10)
, Skill -> Dice -> Aspect
AddSkill Skill
SkHearing 2 ]
[Aspect] -> [Aspect] -> [Aspect]
forall a. [a] -> [a] -> [a]
++ [Aspect]
iaspects_necklaceTemplate
, ieffects :: [Effect]
ieffects = [ DetectKind -> Int -> Effect
Detect DetectKind
DetectActor 10
, Int -> Effect
RefillCalm (-40) ]
}
necklace4 :: ItemKind
necklace4 = ItemKind
necklaceTemplate
{ ifreq :: Freqs ItemKind
ifreq = [("common item", 100), ("any jewelry", 100)]
, iaspects :: [Aspect]
iaspects = Dice -> Aspect
Timeout ((3 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 3 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
- 1 Int -> Int -> Dice
`dL` 3) Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
* 2)
Aspect -> [Aspect] -> [Aspect]
forall a. a -> [a] -> [a]
: [Aspect]
iaspects_necklaceTemplate
, ieffects :: [Effect]
ieffects = [Dice -> Effect
Teleport (Dice -> Effect) -> Dice -> Effect
forall a b. (a -> b) -> a -> b
$ 3 Int -> Int -> Dice
`d` 2]
}
necklace5 :: ItemKind
necklace5 = ItemKind
necklaceTemplate
{ ifreq :: Freqs ItemKind
ifreq = [("common item", 100), ("any jewelry", 100)]
, iaspects :: [Aspect]
iaspects = [ Text -> Aspect
ELabel "of escape"
, Dice -> Aspect
Timeout (Dice -> Aspect) -> Dice -> Aspect
forall a b. (a -> b) -> a -> b
$ (7 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
- 1 Int -> Int -> Dice
`dL` 5) Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
* 10 ]
[Aspect] -> [Aspect] -> [Aspect]
forall a. [a] -> [a] -> [a]
++ [Aspect]
iaspects_necklaceTemplate
, ieffects :: [Effect]
ieffects = [ Dice -> Effect
Teleport (Dice -> Effect) -> Dice -> Effect
forall a b. (a -> b) -> a -> b
$ 14 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 3 Int -> Int -> Dice
`d` 3
, DetectKind -> Int -> Effect
Detect DetectKind
DetectExit 20
, Effect
Yell ]
, idesc :: Text
idesc = "A supple chain that slips through your fingers."
}
necklace6 :: ItemKind
necklace6 = ItemKind
necklaceTemplate
{ ifreq :: Freqs ItemKind
ifreq = [("common item", 100), ("any jewelry", 100)]
, iaspects :: [Aspect]
iaspects = Dice -> Aspect
Timeout (1 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ (1 Int -> Int -> Dice
`d` 3) Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
* 2)
Aspect -> [Aspect] -> [Aspect]
forall a. a -> [a] -> [a]
: [Aspect]
iaspects_necklaceTemplate
, ieffects :: [Effect]
ieffects = [ThrowMod -> Effect
PushActor (Int -> Int -> Int -> ThrowMod
ThrowMod 100 50 1)]
}
necklace7 :: ItemKind
necklace7 = ItemKind
necklaceTemplate
{ ifreq :: Freqs ItemKind
ifreq = [("treasure", 100), ("any jewelry", 100)]
, irarity :: Rarity
irarity = [(10, 1)]
, iaspects :: [Aspect]
iaspects = [ Flag -> Aspect
SetFlag Flag
Unique, Text -> Aspect
ELabel "of Overdrive"
, Dice -> Aspect
Timeout 4
, Skill -> Dice -> Aspect
AddSkill Skill
SkMaxHP 25
, Flag -> Aspect
SetFlag Flag
Durable ]
[Aspect] -> [Aspect] -> [Aspect]
forall a. [a] -> [a] -> [a]
++ [Aspect]
iaspects_necklaceTemplate
, ieffects :: [Effect]
ieffects = [ Dice -> Effect
InsertMove (Dice -> Effect) -> Dice -> Effect
forall a b. (a -> b) -> a -> b
$ 9 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 11
, GroupName ItemKind -> Dice -> Effect
toOrganBad "impatient" 4]
, idesc :: Text
idesc = "A string of beads in various colours, with no discernable pattern."
}
necklace8 :: ItemKind
necklace8 = ItemKind
necklaceTemplate
{ ifreq :: Freqs ItemKind
ifreq = [("common item", 100), ("any jewelry", 100)]
, irarity :: Rarity
irarity = [(4, 3)]
, iaspects :: [Aspect]
iaspects = Dice -> Aspect
Timeout ((1 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 3) Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
* 5)
Aspect -> [Aspect] -> [Aspect]
forall a. a -> [a] -> [a]
: [Aspect]
iaspects_necklaceTemplate
, ieffects :: [Effect]
ieffects = [GroupName ItemKind -> Effect
Explode "spark"]
}
necklace9 :: ItemKind
necklace9 = ItemKind
necklaceTemplate
{ ifreq :: Freqs ItemKind
ifreq = [("common item", 100), ("any jewelry", 100)]
, iaspects :: [Aspect]
iaspects = Dice -> Aspect
Timeout ((1 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 3) Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
* 5)
Aspect -> [Aspect] -> [Aspect]
forall a. a -> [a] -> [a]
: [Aspect]
iaspects_necklaceTemplate
, ieffects :: [Effect]
ieffects = [GroupName ItemKind -> Effect
Explode "fragrance"]
}
necklace10 :: ItemKind
necklace10 = ItemKind
necklaceTemplate
{ ifreq :: Freqs ItemKind
ifreq = [("common item", 100), ("any jewelry", 100)]
, iaspects :: [Aspect]
iaspects = [ Text -> Aspect
ELabel "of greed"
, Dice -> Aspect
Timeout ((2 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 3) Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
* 10) ]
[Aspect] -> [Aspect] -> [Aspect]
forall a. [a] -> [a] -> [a]
++ [Aspect]
iaspects_necklaceTemplate
, ieffects :: [Effect]
ieffects = [ DetectKind -> Int -> Effect
Detect DetectKind
DetectLoot 20
, Dice -> Effect
Teleport 40
, GroupName ItemKind -> Dice -> Effect
toOrganBad "parsimonious" (5 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 3) ]
}
imageItensifier :: ItemKind
imageItensifier = $WItemKind :: Char
-> Text
-> Freqs ItemKind
-> [Flavour]
-> Dice
-> Rarity
-> Text
-> Int
-> Dice
-> [Aspect]
-> [Effect]
-> [(GroupName ItemKind, CStore)]
-> Text
-> ItemKind
ItemKind
{ isymbol :: Char
isymbol = Char
symbolRing
, iname :: Text
iname = "light cone"
, ifreq :: Freqs ItemKind
ifreq = [("treasure", 100), ("add nocto 1", 80)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipFancy [Color
BrYellow]
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = [(5, 2)]
, iverbHit :: Text
iverbHit = "bang"
, iweight :: Int
iweight = 500
, idamage :: Dice
idamage = 0
, iaspects :: [Aspect]
iaspects = [ Skill -> Dice -> Aspect
AddSkill Skill
SkNocto 1, Skill -> Dice -> Aspect
AddSkill Skill
SkSight (-1)
, Skill -> Dice -> Aspect
AddSkill Skill
SkArmorMelee (Dice -> Aspect) -> Dice -> Aspect
forall a b. (a -> b) -> a -> b
$ (-1 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`dL` 6) Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
* 3
, Flag -> Aspect
SetFlag Flag
Precious, Flag -> Aspect
SetFlag Flag
Equipable
, EqpSlot -> Aspect
EqpSlot EqpSlot
EqpSlotMiscBonus ]
, ieffects :: [Effect]
ieffects = []
, idesc :: Text
idesc = "Contraption of lenses and mirrors on a polished brass headband for capturing and strengthening light in dark environment. Hampers vision in daylight. Stackable."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = []
}
sightSharpening :: ItemKind
sightSharpening = ItemKind
ringTemplate
{ iname :: Text
iname = "sharp monocle"
, ifreq :: Freqs ItemKind
ifreq = [("treasure", 20), ("add sight", 1)]
, irarity :: Rarity
irarity = [(7, 1), (10, 12)]
, iweight :: Int
iweight = 50
, iaspects :: [Aspect]
iaspects = [ Skill -> Dice -> Aspect
AddSkill Skill
SkSight (Dice -> Aspect) -> Dice -> Aspect
forall a b. (a -> b) -> a -> b
$ 1 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`dL` 2
, Skill -> Dice -> Aspect
AddSkill Skill
SkHurtMelee (Dice -> Aspect) -> Dice -> Aspect
forall a b. (a -> b) -> a -> b
$ (-1 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 3) Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
* 3
, EqpSlot -> Aspect
EqpSlot EqpSlot
EqpSlotSight ]
[Aspect] -> [Aspect] -> [Aspect]
forall a. [a] -> [a] -> [a]
++ ItemKind -> [Aspect]
iaspects ItemKind
ringTemplate
, idesc :: Text
idesc = "Lets you better focus your weaker eye."
}
ringTemplate :: ItemKind
ringTemplate = $WItemKind :: Char
-> Text
-> Freqs ItemKind
-> [Flavour]
-> Dice
-> Rarity
-> Text
-> Int
-> Dice
-> [Aspect]
-> [Effect]
-> [(GroupName ItemKind, CStore)]
-> Text
-> ItemKind
ItemKind
{ isymbol :: Char
isymbol = Char
symbolRing
, iname :: Text
iname = "ring"
, ifreq :: Freqs ItemKind
ifreq = [("ring unknown", 1)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color]
stdCol [Flavour] -> [Flavour] -> [Flavour]
forall a. [a] -> [a] -> [a]
++ [Color] -> [Flavour]
zipFancy [Color]
darkCol
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = [(10, 2)]
, iverbHit :: Text
iverbHit = "knock"
, iweight :: Int
iweight = 15
, idamage :: Dice
idamage = 0
, iaspects :: [Aspect]
iaspects = [GroupName ItemKind -> Aspect
HideAs "ring unknown", Flag -> Aspect
SetFlag Flag
Precious, Flag -> Aspect
SetFlag Flag
Equipable]
, ieffects :: [Effect]
ieffects = []
, idesc :: Text
idesc = "It looks like an ordinary object, but it's in fact a generator of exceptional effects: adding to some of your natural qualities and subtracting from others."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = []
}
ring1 :: ItemKind
ring1 = ItemKind
ringTemplate
{ ifreq :: Freqs ItemKind
ifreq = [("common item", 100), ("any jewelry", 100)]
, irarity :: Rarity
irarity = [(8, 4)]
, iaspects :: [Aspect]
iaspects = [ Skill -> Dice -> Aspect
AddSkill Skill
SkSpeed (Dice -> Aspect) -> Dice -> Aspect
forall a b. (a -> b) -> a -> b
$ 1 Int -> Int -> Dice
`dL` 3, Skill -> Dice -> Aspect
AddSkill Skill
SkMaxHP (-10)
, EqpSlot -> Aspect
EqpSlot EqpSlot
EqpSlotSpeed ]
[Aspect] -> [Aspect] -> [Aspect]
forall a. [a] -> [a] -> [a]
++ ItemKind -> [Aspect]
iaspects ItemKind
ringTemplate
}
ring2 :: ItemKind
ring2 = ItemKind
ringTemplate
{ ifreq :: Freqs ItemKind
ifreq = [("treasure", 100), ("any jewelry", 100)]
, iaspects :: [Aspect]
iaspects = [ Flag -> Aspect
SetFlag Flag
Unique, Text -> Aspect
ELabel "of Rush"
, Skill -> Dice -> Aspect
AddSkill Skill
SkSpeed (Dice -> Aspect) -> Dice -> Aspect
forall a b. (a -> b) -> a -> b
$ (1 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`dL` 2) Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
* 2
, Skill -> Dice -> Aspect
AddSkill Skill
SkMaxCalm (-40), Skill -> Dice -> Aspect
AddSkill Skill
SkMaxHP (-20)
, Flag -> Aspect
SetFlag Flag
Durable, EqpSlot -> Aspect
EqpSlot EqpSlot
EqpSlotSpeed ]
[Aspect] -> [Aspect] -> [Aspect]
forall a. [a] -> [a] -> [a]
++ ItemKind -> [Aspect]
iaspects ItemKind
ringTemplate
, idesc :: Text
idesc = "Roughly-shaped metal with shallow scratches marking it."
}
ring3 :: ItemKind
ring3 = ItemKind
ringTemplate
{ ifreq :: Freqs ItemKind
ifreq = [("common item", 100), ("any jewelry", 100)]
, irarity :: Rarity
irarity = [(10, 8)]
, iaspects :: [Aspect]
iaspects = [ Skill -> Dice -> Aspect
AddSkill Skill
SkMaxHP (Dice -> Aspect) -> Dice -> Aspect
forall a b. (a -> b) -> a -> b
$ 5 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ (1 Int -> Int -> Dice
`d` 2 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`dL` 2) Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
* 5
, Skill -> Dice -> Aspect
AddSkill Skill
SkMaxCalm (Dice -> Aspect) -> Dice -> Aspect
forall a b. (a -> b) -> a -> b
$ -30 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ (1 Int -> Int -> Dice
`dL` 3) Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
* 5
, EqpSlot -> Aspect
EqpSlot EqpSlot
EqpSlotMaxHP ]
[Aspect] -> [Aspect] -> [Aspect]
forall a. [a] -> [a] -> [a]
++ ItemKind -> [Aspect]
iaspects ItemKind
ringTemplate
}
ring4 :: ItemKind
ring4 = ItemKind
ringTemplate
{ ifreq :: Freqs ItemKind
ifreq = [("common item", 100), ("any jewelry", 100)]
, irarity :: Rarity
irarity = [(5, 1), (10, 9)]
, iaspects :: [Aspect]
iaspects = [ Skill -> Dice -> Aspect
AddSkill Skill
SkMaxCalm (Dice -> Aspect) -> Dice -> Aspect
forall a b. (a -> b) -> a -> b
$ 20 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ (1 Int -> Int -> Dice
`dL` 4) Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
* 5
, EqpSlot -> Aspect
EqpSlot EqpSlot
EqpSlotMiscBonus ]
[Aspect] -> [Aspect] -> [Aspect]
forall a. [a] -> [a] -> [a]
++ ItemKind -> [Aspect]
iaspects ItemKind
ringTemplate
, idesc :: Text
idesc = "Cold, solid to the touch, perfectly round, engraved with solemn, strangely comforting, worn out words."
}
ring5 :: ItemKind
ring5 = ItemKind
ringTemplate
{ ifreq :: Freqs ItemKind
ifreq = [("common item", 100), ("any jewelry", 100)]
, irarity :: Rarity
irarity = [(3, 4), (10, 8)]
, iaspects :: [Aspect]
iaspects = [ Skill -> Dice -> Aspect
AddSkill Skill
SkHurtMelee (Dice -> Aspect) -> Dice -> Aspect
forall a b. (a -> b) -> a -> b
$ (2 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 2 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ (1 Int -> Int -> Dice
`dL` 2) Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
* 2 ) Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
* 3
, Skill -> Dice -> Aspect
AddSkill Skill
SkMaxHP (Dice -> Aspect) -> Dice -> Aspect
forall a b. (a -> b) -> a -> b
$ (-3 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`dL` 3) Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
* 10
, EqpSlot -> Aspect
EqpSlot EqpSlot
EqpSlotHurtMelee ]
[Aspect] -> [Aspect] -> [Aspect]
forall a. [a] -> [a] -> [a]
++ ItemKind -> [Aspect]
iaspects ItemKind
ringTemplate
}
ring6 :: ItemKind
ring6 = ItemKind
ringTemplate
{ ifreq :: Freqs ItemKind
ifreq = [("common item", 100), ("any jewelry", 100)]
, irarity :: Rarity
irarity = [(10, 3)]
, iaspects :: [Aspect]
iaspects = [ Skill -> Dice -> Aspect
AddSkill Skill
SkShine 1
, EqpSlot -> Aspect
EqpSlot EqpSlot
EqpSlotShine ]
[Aspect] -> [Aspect] -> [Aspect]
forall a. [a] -> [a] -> [a]
++ ItemKind -> [Aspect]
iaspects ItemKind
ringTemplate
, idesc :: Text
idesc = "A sturdy ring with a large, shining stone."
}
ring7 :: ItemKind
ring7 = ItemKind
ringTemplate
{ ifreq :: Freqs ItemKind
ifreq = [("ring of opportunity sniper", 1) ]
, irarity :: Rarity
irarity = [(1, 1)]
, iaspects :: [Aspect]
iaspects = [ Text -> Aspect
ELabel "of opportunity sniper"
, Skill -> Dice -> Aspect
AddSkill Skill
SkProject 8
, EqpSlot -> Aspect
EqpSlot EqpSlot
EqpSlotProject ]
[Aspect] -> [Aspect] -> [Aspect]
forall a. [a] -> [a] -> [a]
++ ItemKind -> [Aspect]
iaspects ItemKind
ringTemplate
}
ring8 :: ItemKind
ring8 = ItemKind
ringTemplate
{ ifreq :: Freqs ItemKind
ifreq = [("ring of opportunity grenadier", 1) ]
, irarity :: Rarity
irarity = [(1, 1)]
, iaspects :: [Aspect]
iaspects = [ Text -> Aspect
ELabel "of opportunity grenadier"
, Skill -> Dice -> Aspect
AddSkill Skill
SkProject 11
, EqpSlot -> Aspect
EqpSlot EqpSlot
EqpSlotProject ]
[Aspect] -> [Aspect] -> [Aspect]
forall a. [a] -> [a] -> [a]
++ ItemKind -> [Aspect]
iaspects ItemKind
ringTemplate
}
armorLeather :: ItemKind
armorLeather = $WItemKind :: Char
-> Text
-> Freqs ItemKind
-> [Flavour]
-> Dice
-> Rarity
-> Text
-> Int
-> Dice
-> [Aspect]
-> [Effect]
-> [(GroupName ItemKind, CStore)]
-> Text
-> ItemKind
ItemKind
{ isymbol :: Char
isymbol = Char
symbolTorsoArmor
, iname :: Text
iname = "leather armor"
, ifreq :: Freqs ItemKind
ifreq = [("common item", 100), ("torso armor", 1)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
Brown]
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = [(1, 9), (10, 3)]
, iverbHit :: Text
iverbHit = "thud"
, iweight :: Int
iweight = 7000
, idamage :: Dice
idamage = 0
, iaspects :: [Aspect]
iaspects = [ Skill -> Dice -> Aspect
AddSkill Skill
SkHurtMelee (-2)
, Skill -> Dice -> Aspect
AddSkill Skill
SkArmorMelee (Dice -> Aspect) -> Dice -> Aspect
forall a b. (a -> b) -> a -> b
$ (2 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`dL` 4) Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
* 5
, Skill -> Dice -> Aspect
AddSkill Skill
SkArmorRanged (Dice -> Aspect) -> Dice -> Aspect
forall a b. (a -> b) -> a -> b
$ (1 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`dL` 2) Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
* 3
, Flag -> Aspect
SetFlag Flag
Durable, Flag -> Aspect
SetFlag Flag
Equipable
, EqpSlot -> Aspect
EqpSlot EqpSlot
EqpSlotArmorMelee ]
, ieffects :: [Effect]
ieffects = []
, idesc :: Text
idesc = "A stiff jacket formed from leather boiled in bee wax, padded linen and horse hair. Protects from anything that is not too sharp. Smells much better than the rest of your garment."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = []
}
armorMail :: ItemKind
armorMail = ItemKind
armorLeather
{ iname :: Text
iname = "ring armor"
, ifreq :: Freqs ItemKind
ifreq = [("common item", 100), ("torso armor", 1), ("armor ranged", 50)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
Cyan]
, irarity :: Rarity
irarity = [(6, 9), (10, 3)]
, iweight :: Int
iweight = 12000
, idamage :: Dice
idamage = 0
, iaspects :: [Aspect]
iaspects = [ Skill -> Dice -> Aspect
AddSkill Skill
SkHurtMelee (-3)
, Skill -> Dice -> Aspect
AddSkill Skill
SkArmorMelee (Dice -> Aspect) -> Dice -> Aspect
forall a b. (a -> b) -> a -> b
$ (2 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`dL` 4) Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
* 5
, Skill -> Dice -> Aspect
AddSkill Skill
SkArmorRanged (Dice -> Aspect) -> Dice -> Aspect
forall a b. (a -> b) -> a -> b
$ (4 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`dL` 2) Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
* 3
, Skill -> Dice -> Aspect
AddSkill Skill
SkOdor 2
, Flag -> Aspect
SetFlag Flag
Durable, Flag -> Aspect
SetFlag Flag
Equipable
, EqpSlot -> Aspect
EqpSlot EqpSlot
EqpSlotArmorRanged ]
, ieffects :: [Effect]
ieffects = []
, idesc :: Text
idesc = "A long shirt with tiny iron rings sewn into it. Discourages foes from attacking your torso, especially with ranged weapons, which can't pierce the rings nor aim between them. The stiff fabric is hard to wash, though."
}
gloveFencing :: ItemKind
gloveFencing = $WItemKind :: Char
-> Text
-> Freqs ItemKind
-> [Flavour]
-> Dice
-> Rarity
-> Text
-> Int
-> Dice
-> [Aspect]
-> [Effect]
-> [(GroupName ItemKind, CStore)]
-> Text
-> ItemKind
ItemKind
{ isymbol :: Char
isymbol = Char
symbolMiscArmor
, iname :: Text
iname = "leather glove"
, ifreq :: Freqs ItemKind
ifreq = [("common item", 100), ("misc armor", 1), ("armor ranged", 50)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
White]
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = [(5, 9), (10, 9)]
, iverbHit :: Text
iverbHit = "flap"
, iweight :: Int
iweight = 100
, idamage :: Dice
idamage = 1 Int -> Int -> Dice
`d` 1
, iaspects :: [Aspect]
iaspects = [ Skill -> Dice -> Aspect
AddSkill Skill
SkHurtMelee (Dice -> Aspect) -> Dice -> Aspect
forall a b. (a -> b) -> a -> b
$ (2 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 2 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`dL` 2) Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
* 3
, Skill -> Dice -> Aspect
AddSkill Skill
SkArmorRanged (Dice -> Aspect) -> Dice -> Aspect
forall a b. (a -> b) -> a -> b
$ (1 Int -> Int -> Dice
`dL` 2) Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
* 3
, Flag -> Aspect
SetFlag Flag
Durable, Flag -> Aspect
SetFlag Flag
Equipable
, EqpSlot -> Aspect
EqpSlot EqpSlot
EqpSlotHurtMelee
, Int -> Aspect
toVelocity 50 ]
, ieffects :: [Effect]
ieffects = []
, idesc :: Text
idesc = "A fencing glove from rough leather ensuring a good grip. Also quite effective in deflecting or even catching slow projectiles."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = []
}
gloveGauntlet :: ItemKind
gloveGauntlet = ItemKind
gloveFencing
{ iname :: Text
iname = "steel gauntlet"
, ifreq :: Freqs ItemKind
ifreq = [("common item", 100), ("misc armor", 1)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
BrCyan]
, irarity :: Rarity
irarity = [(1, 9), (10, 3)]
, iweight :: Int
iweight = 300
, idamage :: Dice
idamage = 2 Int -> Int -> Dice
`d` 1
, iaspects :: [Aspect]
iaspects = [ Skill -> Dice -> Aspect
AddSkill Skill
SkArmorMelee (Dice -> Aspect) -> Dice -> Aspect
forall a b. (a -> b) -> a -> b
$ (1 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`dL` 4) Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
* 5
, Flag -> Aspect
SetFlag Flag
Durable, Flag -> Aspect
SetFlag Flag
Equipable
, EqpSlot -> Aspect
EqpSlot EqpSlot
EqpSlotArmorMelee
, Int -> Aspect
toVelocity 50 ]
, idesc :: Text
idesc = "Long leather gauntlet covered in overlapping steel plates."
}
gloveJousting :: ItemKind
gloveJousting = ItemKind
gloveFencing
{ iname :: Text
iname = "Tournament Gauntlet"
, ifreq :: Freqs ItemKind
ifreq = [("common item", 100), ("misc armor", 1)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipFancy [Color
BrRed]
, irarity :: Rarity
irarity = [(1, 3), (10, 3)]
, iverbHit :: Text
iverbHit = "rasp"
, iweight :: Int
iweight = 3000
, idamage :: Dice
idamage = 3 Int -> Int -> Dice
`d` 1
, iaspects :: [Aspect]
iaspects = [ Flag -> Aspect
SetFlag Flag
Unique
, Skill -> Dice -> Aspect
AddSkill Skill
SkHurtMelee (Dice -> Aspect) -> Dice -> Aspect
forall a b. (a -> b) -> a -> b
$ (-7 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`dL` 5) Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
* 3
, Skill -> Dice -> Aspect
AddSkill Skill
SkArmorMelee (Dice -> Aspect) -> Dice -> Aspect
forall a b. (a -> b) -> a -> b
$ (2 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 2 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`dL` 2) Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
* 5
, Skill -> Dice -> Aspect
AddSkill Skill
SkArmorRanged (Dice -> Aspect) -> Dice -> Aspect
forall a b. (a -> b) -> a -> b
$ (1 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`dL` 2) Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
* 3
, Flag -> Aspect
SetFlag Flag
Durable, Flag -> Aspect
SetFlag Flag
Equipable
, EqpSlot -> Aspect
EqpSlot EqpSlot
EqpSlotArmorMelee
, Int -> Aspect
toVelocity 50 ]
, idesc :: Text
idesc = "Rigid, steel jousting handgear. If only you had a lance. And a horse to carry it all."
}
hatUshanka :: ItemKind
hatUshanka = $WItemKind :: Char
-> Text
-> Freqs ItemKind
-> [Flavour]
-> Dice
-> Rarity
-> Text
-> Int
-> Dice
-> [Aspect]
-> [Effect]
-> [(GroupName ItemKind, CStore)]
-> Text
-> ItemKind
ItemKind
{ isymbol :: Char
isymbol = Char
symbolMiscArmor
, iname :: Text
iname = "ushanka hat"
, ifreq :: Freqs ItemKind
ifreq = [("common item", 100), ("misc armor", 1)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
Brown]
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = [(1, 6), (10, 1)]
, iverbHit :: Text
iverbHit = "tickle"
, iweight :: Int
iweight = 500
, idamage :: Dice
idamage = 0
, iaspects :: [Aspect]
iaspects = [ Dice -> Aspect
Timeout (Dice -> Aspect) -> Dice -> Aspect
forall a b. (a -> b) -> a -> b
$ (2 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 2) Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
* 3
, Skill -> Dice -> Aspect
AddSkill Skill
SkArmorMelee 5, Skill -> Dice -> Aspect
AddSkill Skill
SkHearing (-10)
, Flag -> Aspect
SetFlag Flag
Periodic, Flag -> Aspect
SetFlag Flag
Durable, Flag -> Aspect
SetFlag Flag
Equipable
, EqpSlot -> Aspect
EqpSlot EqpSlot
EqpSlotArmorMelee
, Int -> Aspect
toVelocity 50 ]
, ieffects :: [Effect]
ieffects = [Int -> Effect
RefillCalm 1]
, idesc :: Text
idesc = "Soft and warm fur. It keeps your ears warm."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = []
}
capReinforced :: ItemKind
capReinforced = $WItemKind :: Char
-> Text
-> Freqs ItemKind
-> [Flavour]
-> Dice
-> Rarity
-> Text
-> Int
-> Dice
-> [Aspect]
-> [Effect]
-> [(GroupName ItemKind, CStore)]
-> Text
-> ItemKind
ItemKind
{ isymbol :: Char
isymbol = Char
symbolMiscArmor
, iname :: Text
iname = "leather cap"
, ifreq :: Freqs ItemKind
ifreq = [("common item", 100), ("misc armor", 1)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
BrYellow]
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = [(6, 9), (10, 3)]
, iverbHit :: Text
iverbHit = "cut"
, iweight :: Int
iweight = 1000
, idamage :: Dice
idamage = 0
, iaspects :: [Aspect]
iaspects = [ Skill -> Dice -> Aspect
AddSkill Skill
SkArmorMelee (Dice -> Aspect) -> Dice -> Aspect
forall a b. (a -> b) -> a -> b
$ (1 Int -> Int -> Dice
`d` 2) Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
* 5
, Skill -> Dice -> Aspect
AddSkill Skill
SkProject 1
, Flag -> Aspect
SetFlag Flag
Durable, Flag -> Aspect
SetFlag Flag
Equipable
, EqpSlot -> Aspect
EqpSlot EqpSlot
EqpSlotProject ]
, ieffects :: [Effect]
ieffects = []
, idesc :: Text
idesc = "Boiled leather with a wide brim. It might soften a blow."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = []
}
helmArmored :: ItemKind
helmArmored = $WItemKind :: Char
-> Text
-> Freqs ItemKind
-> [Flavour]
-> Dice
-> Rarity
-> Text
-> Int
-> Dice
-> [Aspect]
-> [Effect]
-> [(GroupName ItemKind, CStore)]
-> Text
-> ItemKind
ItemKind
{ isymbol :: Char
isymbol = Char
symbolMiscArmor
, iname :: Text
iname = "bucket helm"
, ifreq :: Freqs ItemKind
ifreq = [("common item", 100), ("misc armor", 1)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
BrCyan]
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = [(6, 9), (10, 3)]
, iverbHit :: Text
iverbHit = "bounce"
, iweight :: Int
iweight = 2000
, idamage :: Dice
idamage = 0
, iaspects :: [Aspect]
iaspects = [ Skill -> Dice -> Aspect
AddSkill Skill
SkArmorMelee (Dice -> Aspect) -> Dice -> Aspect
forall a b. (a -> b) -> a -> b
$ (1 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`dL` 4) Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
* 5
, Skill -> Dice -> Aspect
AddSkill Skill
SkArmorRanged (Dice -> Aspect) -> Dice -> Aspect
forall a b. (a -> b) -> a -> b
$ (2 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`dL` 2) Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
* 3
, Skill -> Dice -> Aspect
AddSkill Skill
SkHearing (-7), Skill -> Dice -> Aspect
AddSkill Skill
SkSight (-1)
, Skill -> Dice -> Aspect
AddSkill Skill
SkSmell (-5)
, Flag -> Aspect
SetFlag Flag
Durable, Flag -> Aspect
SetFlag Flag
Equipable
, EqpSlot -> Aspect
EqpSlot EqpSlot
EqpSlotArmorRanged ]
, ieffects :: [Effect]
ieffects = []
, idesc :: Text
idesc = "Blocks out everything, including your senses."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = []
}
buckler :: ItemKind
buckler = $WItemKind :: Char
-> Text
-> Freqs ItemKind
-> [Flavour]
-> Dice
-> Rarity
-> Text
-> Int
-> Dice
-> [Aspect]
-> [Effect]
-> [(GroupName ItemKind, CStore)]
-> Text
-> ItemKind
ItemKind
{ isymbol :: Char
isymbol = Char
symbolShield
, iname :: Text
iname = "buckler"
, ifreq :: Freqs ItemKind
ifreq = [("common item", 100)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
Blue]
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = [(4, 5)]
, iverbHit :: Text
iverbHit = "bash"
, iweight :: Int
iweight = 2000
, idamage :: Dice
idamage = 0
, iaspects :: [Aspect]
iaspects = [ Dice -> Aspect
Timeout (Dice -> Aspect) -> Dice -> Aspect
forall a b. (a -> b) -> a -> b
$ (3 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 3 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
- 1 Int -> Int -> Dice
`dL` 3) Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
* 2
, Skill -> Dice -> Aspect
AddSkill Skill
SkArmorMelee 40
, Skill -> Dice -> Aspect
AddSkill Skill
SkHurtMelee (-30)
, Flag -> Aspect
SetFlag Flag
MinorEffects, Flag -> Aspect
SetFlag Flag
Durable, Flag -> Aspect
SetFlag Flag
Meleeable
, EqpSlot -> Aspect
EqpSlot EqpSlot
EqpSlotArmorMelee
, Int -> Aspect
toVelocity 50 ]
, ieffects :: [Effect]
ieffects = [ThrowMod -> Effect
PushActor (Int -> Int -> Int -> ThrowMod
ThrowMod 200 50 1)]
, idesc :: Text
idesc = "Heavy and unwieldy. Absorbs a percentage of melee damage, both dealt and sustained. Too small to intercept projectiles with. May serve as a counterweight to suddenly push forth."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = []
}
shield :: ItemKind
shield = ItemKind
buckler
{ iname :: Text
iname = "shield"
, irarity :: Rarity
irarity = [(8, 4)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
Green]
, iweight :: Int
iweight = 4000
, idamage :: Dice
idamage = 4 Int -> Int -> Dice
`d` 1
, iaspects :: [Aspect]
iaspects = [ Dice -> Aspect
Timeout (Dice -> Aspect) -> Dice -> Aspect
forall a b. (a -> b) -> a -> b
$ (3 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 3 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
- 1 Int -> Int -> Dice
`dL` 3) Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
* 4
, Skill -> Dice -> Aspect
AddSkill Skill
SkArmorMelee 80
, Skill -> Dice -> Aspect
AddSkill Skill
SkHurtMelee (-70)
, Flag -> Aspect
SetFlag Flag
MinorEffects, Flag -> Aspect
SetFlag Flag
Durable, Flag -> Aspect
SetFlag Flag
Meleeable
, EqpSlot -> Aspect
EqpSlot EqpSlot
EqpSlotArmorMelee
, Int -> Aspect
toVelocity 50 ]
, ieffects :: [Effect]
ieffects = [ThrowMod -> Effect
PushActor (Int -> Int -> Int -> ThrowMod
ThrowMod 400 50 1)]
, idesc :: Text
idesc = "Large and unwieldy. Absorbs a percentage of melee damage, both dealt and sustained. Too heavy to intercept projectiles with. Useful to push foes out of the way."
}
shield2 :: ItemKind
shield2 = ItemKind
shield
{ ifreq :: Freqs ItemKind
ifreq = [("common item", 3 Int -> Int -> Int
forall a. Num a => a -> a -> a
* 3)]
, iweight :: Int
iweight = 5000
, idamage :: Dice
idamage = 8 Int -> Int -> Dice
`d` 1
, idesc :: Text
idesc = "A relic of long-past wars, heavy and with a central spike."
}
shield3 :: ItemKind
shield3 = ItemKind
shield2
{ ifreq :: Freqs ItemKind
ifreq = [("common item", 1 Int -> Int -> Int
forall a. Num a => a -> a -> a
* 3)]
, iweight :: Int
iweight = 6000
, idamage :: Dice
idamage = 12 Int -> Int -> Dice
`d` 1
}
dagger :: ItemKind
dagger = $WItemKind :: Char
-> Text
-> Freqs ItemKind
-> [Flavour]
-> Dice
-> Rarity
-> Text
-> Int
-> Dice
-> [Aspect]
-> [Effect]
-> [(GroupName ItemKind, CStore)]
-> Text
-> ItemKind
ItemKind
{ isymbol :: Char
isymbol = Char
symbolEdged
, iname :: Text
iname = "dagger"
, ifreq :: Freqs ItemKind
ifreq = [("common item", 100), ("starting weapon", 200)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
BrCyan]
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = [(1, 40), (4, 1)]
, iverbHit :: Text
iverbHit = "cut"
, iweight :: Int
iweight = 800
, idamage :: Dice
idamage = 6 Int -> Int -> Dice
`d` 1
, iaspects :: [Aspect]
iaspects = [ Dice -> Aspect
Timeout 2
, Skill -> Dice -> Aspect
AddSkill Skill
SkHurtMelee (Dice -> Aspect) -> Dice -> Aspect
forall a b. (a -> b) -> a -> b
$ (-1 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 2 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`dL` 2) Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
* 3
, Skill -> Dice -> Aspect
AddSkill Skill
SkArmorMelee (Dice -> Aspect) -> Dice -> Aspect
forall a b. (a -> b) -> a -> b
$ (1 Int -> Int -> Dice
`d` 2) Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
* 5
, Flag -> Aspect
SetFlag Flag
Durable, Flag -> Aspect
SetFlag Flag
Meleeable
, EqpSlot -> Aspect
EqpSlot EqpSlot
EqpSlotWeaponFast
, Int -> Aspect
toVelocity 40 ]
, ieffects :: [Effect]
ieffects = []
, idesc :: Text
idesc = "A short dagger for thrusting and parrying blows. Does not penetrate deeply, but is quick to move and hard to block. Especially useful in conjunction with a larger weapon."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = []
}
daggerDropBestWeapon :: ItemKind
daggerDropBestWeapon = ItemKind
dagger
{ iname :: Text
iname = "Double Dagger"
, ifreq :: Freqs ItemKind
ifreq = [("treasure", 20)]
, irarity :: Rarity
irarity = [(1, 3), (10, 3)]
, iaspects :: [Aspect]
iaspects = [Flag -> Aspect
SetFlag Flag
Unique]
[Aspect] -> [Aspect] -> [Aspect]
forall a. [a] -> [a] -> [a]
++ ItemKind -> [Aspect]
iaspects ItemKind
dagger
, ieffects :: [Effect]
ieffects = [Effect
DropBestWeapon, Effect
Yell]
, idesc :: Text
idesc = "A double dagger that a focused fencer can use to catch and twist away an opponent's blade."
}
hammerTemplate :: ItemKind
hammerTemplate = $WItemKind :: Char
-> Text
-> Freqs ItemKind
-> [Flavour]
-> Dice
-> Rarity
-> Text
-> Int
-> Dice
-> [Aspect]
-> [Effect]
-> [(GroupName ItemKind, CStore)]
-> Text
-> ItemKind
ItemKind
{ isymbol :: Char
isymbol = Char
symbolHafted
, iname :: Text
iname = "war hammer"
, ifreq :: Freqs ItemKind
ifreq = [("hammer unknown", 1)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipFancy [Color
BrMagenta]
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = [(5, 20), (8, 1)]
, iverbHit :: Text
iverbHit = "club"
, iweight :: Int
iweight = 1600
, idamage :: Dice
idamage = 8 Int -> Int -> Dice
`d` 1
, iaspects :: [Aspect]
iaspects = [ GroupName ItemKind -> Aspect
HideAs "hammer unknown"
, Flag -> Aspect
SetFlag Flag
Durable, Flag -> Aspect
SetFlag Flag
Meleeable
, Int -> Aspect
toVelocity 40 ]
, ieffects :: [Effect]
ieffects = []
, idesc :: Text
idesc = "It may not cause extensive wounds, but neither does it harmlessly glance off heavy armour as blades and polearms tend to. There are so many shapes and types, some looking more like tools than weapons, that at a glance you can't tell what a particular specimen does. It's obvious, though, that any of them requires some time to recover after a swing."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = []
}
hammer1 :: ItemKind
hammer1 = ItemKind
hammerTemplate
{ ifreq :: Freqs ItemKind
ifreq = [("common item", 100), ("starting weapon", 70)]
, iaspects :: [Aspect]
iaspects = [Dice -> Aspect
Timeout 5, EqpSlot -> Aspect
EqpSlot EqpSlot
EqpSlotWeaponBig]
[Aspect] -> [Aspect] -> [Aspect]
forall a. [a] -> [a] -> [a]
++ ItemKind -> [Aspect]
iaspects ItemKind
hammerTemplate
}
hammer2 :: ItemKind
hammer2 = ItemKind
hammerTemplate
{ ifreq :: Freqs ItemKind
ifreq = [("common item", 20), ("starting weapon", 7)]
, iverbHit :: Text
iverbHit = "gouge"
, iaspects :: [Aspect]
iaspects = [Dice -> Aspect
Timeout 3, EqpSlot -> Aspect
EqpSlot EqpSlot
EqpSlotWeaponFast]
[Aspect] -> [Aspect] -> [Aspect]
forall a. [a] -> [a] -> [a]
++ ItemKind -> [Aspect]
iaspects ItemKind
hammerTemplate
, idesc :: Text
idesc = "Upon closer inspection, this hammer turns out particularly handy and well balanced, with one thick and sturdy and two long and sharp points compensating the modest size."
}
hammer3 :: ItemKind
hammer3 = ItemKind
hammerTemplate
{ ifreq :: Freqs ItemKind
ifreq = [("common item", 3), ("starting weapon", 1)]
, iverbHit :: Text
iverbHit = "puncture"
, iweight :: Int
iweight = 2400
, idamage :: Dice
idamage = 12 Int -> Int -> Dice
`d` 1
, iaspects :: [Aspect]
iaspects = [ Dice -> Aspect
Timeout 12
, EqpSlot -> Aspect
EqpSlot EqpSlot
EqpSlotWeaponBig]
[Aspect] -> [Aspect] -> [Aspect]
forall a. [a] -> [a] -> [a]
++ Aspect -> [Aspect] -> [Aspect]
forall a. Eq a => a -> [a] -> [a]
delete (GroupName ItemKind -> Aspect
HideAs "hammer unknown") (ItemKind -> [Aspect]
iaspects ItemKind
hammerTemplate)
, idesc :: Text
idesc = "This hammer sports a long metal handle that increases the momentum of the sharpened head's swing, at the cost of long recovery."
}
hammerParalyze :: ItemKind
hammerParalyze = ItemKind
hammerTemplate
{ iname :: Text
iname = "Brute Hammer"
, ifreq :: Freqs ItemKind
ifreq = [("treasure", 20)]
, irarity :: Rarity
irarity = [(5, 1), (8, 6)]
, iaspects :: [Aspect]
iaspects = [ Flag -> Aspect
SetFlag Flag
Unique
, Dice -> Aspect
Timeout 5
, EqpSlot -> Aspect
EqpSlot EqpSlot
EqpSlotWeaponBig ]
[Aspect] -> [Aspect] -> [Aspect]
forall a. [a] -> [a] -> [a]
++ ItemKind -> [Aspect]
iaspects ItemKind
hammerTemplate
, ieffects :: [Effect]
ieffects = [Dice -> Effect
Paralyze 10]
, idesc :: Text
idesc = "A huge shapeless lump of meteorite iron alloy on a sturdy pole. Nobody remains standing when this head connects."
}
hammerSpark :: ItemKind
hammerSpark = ItemKind
hammerTemplate
{ iname :: Text
iname = "Grand Smithhammer"
, ifreq :: Freqs ItemKind
ifreq = [("treasure", 20)]
, irarity :: Rarity
irarity = [(5, 1), (8, 6)]
, iweight :: Int
iweight = 2400
, idamage :: Dice
idamage = 12 Int -> Int -> Dice
`d` 1
, iaspects :: [Aspect]
iaspects = [ Flag -> Aspect
SetFlag Flag
Unique
, Dice -> Aspect
Timeout 10
, EqpSlot -> Aspect
EqpSlot EqpSlot
EqpSlotWeaponBig
, Skill -> Dice -> Aspect
AddSkill Skill
SkShine 3]
[Aspect] -> [Aspect] -> [Aspect]
forall a. [a] -> [a] -> [a]
++ Aspect -> [Aspect] -> [Aspect]
forall a. Eq a => a -> [a] -> [a]
delete (GroupName ItemKind -> Aspect
HideAs "hammer unknown") (ItemKind -> [Aspect]
iaspects ItemKind
hammerTemplate)
, ieffects :: [Effect]
ieffects = [GroupName ItemKind -> Effect
Explode "spark"]
, idesc :: Text
idesc = "Smiths of old wielded this heavy hammer and its sparks christened many a potent blade."
}
sword :: ItemKind
sword = $WItemKind :: Char
-> Text
-> Freqs ItemKind
-> [Flavour]
-> Dice
-> Rarity
-> Text
-> Int
-> Dice
-> [Aspect]
-> [Effect]
-> [(GroupName ItemKind, CStore)]
-> Text
-> ItemKind
ItemKind
{ isymbol :: Char
isymbol = Char
symbolEdged
, iname :: Text
iname = "sword"
, ifreq :: Freqs ItemKind
ifreq = [("common item", 100), ("starting weapon", 30)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
BrBlue]
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = [(4, 1), (6, 20)]
, iverbHit :: Text
iverbHit = "slash"
, iweight :: Int
iweight = 2000
, idamage :: Dice
idamage = 10 Int -> Int -> Dice
`d` 1
, iaspects :: [Aspect]
iaspects = [ Dice -> Aspect
Timeout 7
, Flag -> Aspect
SetFlag Flag
Durable, Flag -> Aspect
SetFlag Flag
Meleeable
, EqpSlot -> Aspect
EqpSlot EqpSlot
EqpSlotWeaponBig
, Int -> Aspect
toVelocity 40 ]
, ieffects :: [Effect]
ieffects = []
, idesc :: Text
idesc = "Difficult to master; deadly when used effectively. The steel is particularly hard and keen, but rusts quickly without regular maintenance."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = []
}
swordImpress :: ItemKind
swordImpress = ItemKind
sword
{ iname :: Text
iname = "Master's Sword"
, ifreq :: Freqs ItemKind
ifreq = [("treasure", 20)]
, irarity :: Rarity
irarity = [(5, 1), (8, 6)]
, iaspects :: [Aspect]
iaspects = [Flag -> Aspect
SetFlag Flag
Unique]
[Aspect] -> [Aspect] -> [Aspect]
forall a. [a] -> [a] -> [a]
++ ItemKind -> [Aspect]
iaspects ItemKind
sword
, ieffects :: [Effect]
ieffects = [Effect
Impress]
, idesc :: Text
idesc = "A particularly well-balance blade, lending itself to impressive shows of fencing skill."
}
swordNullify :: ItemKind
swordNullify = ItemKind
sword
{ iname :: Text
iname = "Gutting Sword"
, ifreq :: Freqs ItemKind
ifreq = [("treasure", 20)]
, iverbHit :: Text
iverbHit = "pierce"
, irarity :: Rarity
irarity = [(5, 1), (8, 6)]
, iaspects :: [Aspect]
iaspects = [Flag -> Aspect
SetFlag Flag
Unique, Dice -> Aspect
Timeout 3, EqpSlot -> Aspect
EqpSlot EqpSlot
EqpSlotWeaponFast]
[Aspect] -> [Aspect] -> [Aspect]
forall a. [a] -> [a] -> [a]
++ (ItemKind -> [Aspect]
iaspects ItemKind
sword [Aspect] -> [Aspect] -> [Aspect]
forall a. Eq a => [a] -> [a] -> [a]
\\ [Dice -> Aspect
Timeout 7, EqpSlot -> Aspect
EqpSlot EqpSlot
EqpSlotWeaponBig])
, ieffects :: [Effect]
ieffects = [ Int -> Int -> CStore -> GroupName ItemKind -> Effect
DropItem 1 Int
forall a. Bounded a => a
maxBound CStore
COrgan "condition"
, Int -> Effect
RefillCalm (-10)
, Effect
Yell ]
, idesc :: Text
idesc = "Cold, thin blade that pierces deeply and sends its victim into abrupt, sobering shock."
}
halberd :: ItemKind
halberd = $WItemKind :: Char
-> Text
-> Freqs ItemKind
-> [Flavour]
-> Dice
-> Rarity
-> Text
-> Int
-> Dice
-> [Aspect]
-> [Effect]
-> [(GroupName ItemKind, CStore)]
-> Text
-> ItemKind
ItemKind
{ isymbol :: Char
isymbol = Char
symbolPolearm
, iname :: Text
iname = "war scythe"
, ifreq :: Freqs ItemKind
ifreq = [("common item", 100), ("starting weapon", 20)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
BrYellow]
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = [(5, 0), (8, 15)]
, iverbHit :: Text
iverbHit = "impale"
, iweight :: Int
iweight = 3000
, idamage :: Dice
idamage = 12 Int -> Int -> Dice
`d` 1
, iaspects :: [Aspect]
iaspects = [ Dice -> Aspect
Timeout 10
, Skill -> Dice -> Aspect
AddSkill Skill
SkHurtMelee (Dice -> Aspect) -> Dice -> Aspect
forall a b. (a -> b) -> a -> b
$ (-5 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`dL` 3) Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
* 5
, Skill -> Dice -> Aspect
AddSkill Skill
SkArmorMelee 20
, Flag -> Aspect
SetFlag Flag
Durable, Flag -> Aspect
SetFlag Flag
Meleeable
, EqpSlot -> Aspect
EqpSlot EqpSlot
EqpSlotWeaponBig
, Int -> Aspect
toVelocity 20 ]
, ieffects :: [Effect]
ieffects = []
, idesc :: Text
idesc = "An improvised weapon made of scythe's blade attached to a long pole. Not often one succeeds in making enough space to swing it freely, but even when stuck between terrain obstacles it blocks approaches effectively and makes using other weapons difficult, both by friends and foes."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = []
}
halberd2 :: ItemKind
halberd2 = ItemKind
halberd
{ iname :: Text
iname = "halberd"
, ifreq :: Freqs ItemKind
ifreq = [("common item", 3 Int -> Int -> Int
forall a. Num a => a -> a -> a
* 2), ("starting weapon", 1)]
, iweight :: Int
iweight = 4000
, iaspects :: [Aspect]
iaspects = [Skill -> Dice -> Aspect
AddSkill Skill
SkHurtMelee (Dice -> Aspect) -> Dice -> Aspect
forall a b. (a -> b) -> a -> b
$ (-6 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`dL` 4) Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
* 10]
[Aspect] -> [Aspect] -> [Aspect]
forall a. [a] -> [a] -> [a]
++ (ItemKind -> [Aspect]
iaspects ItemKind
halberd
[Aspect] -> [Aspect] -> [Aspect]
forall a. Eq a => [a] -> [a] -> [a]
\\ [Skill -> Dice -> Aspect
AddSkill Skill
SkHurtMelee (Dice -> Aspect) -> Dice -> Aspect
forall a b. (a -> b) -> a -> b
$ (-6 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`dL` 4) Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
* 5])
, idamage :: Dice
idamage = 18 Int -> Int -> Dice
`d` 1
, idesc :: Text
idesc = "A long haft with a sharp blade. Designed and refined for war."
}
halberd3 :: ItemKind
halberd3 = ItemKind
halberd2
{ iname :: Text
iname = "bardiche"
, ifreq :: Freqs ItemKind
ifreq = [("common item", 1 Int -> Int -> Int
forall a. Num a => a -> a -> a
* 2)]
, iverbHit :: Text
iverbHit = "carve"
, iweight :: Int
iweight = 5000
, idamage :: Dice
idamage = 24 Int -> Int -> Dice
`d` 1
, idesc :: Text
idesc = "The reach of a spear but the edge of an axe."
}
halberdPushActor :: ItemKind
halberdPushActor = ItemKind
halberd
{ iname :: Text
iname = "Swiss Halberd"
, ifreq :: Freqs ItemKind
ifreq = [("treasure", 20)]
, irarity :: Rarity
irarity = [(7, 0), (9, 15)]
, iaspects :: [Aspect]
iaspects = [Flag -> Aspect
SetFlag Flag
Unique]
[Aspect] -> [Aspect] -> [Aspect]
forall a. [a] -> [a] -> [a]
++ ItemKind -> [Aspect]
iaspects ItemKind
halberd
, ieffects :: [Effect]
ieffects = [ThrowMod -> Effect
PushActor (Int -> Int -> Int -> ThrowMod
ThrowMod 200 100 1)]
, idesc :: Text
idesc = "A versatile polearm, with great reach and leverage. Foes are held at a distance."
}
wandTemplate :: ItemKind
wandTemplate = $WItemKind :: Char
-> Text
-> Freqs ItemKind
-> [Flavour]
-> Dice
-> Rarity
-> Text
-> Int
-> Dice
-> [Aspect]
-> [Effect]
-> [(GroupName ItemKind, CStore)]
-> Text
-> ItemKind
ItemKind
{ isymbol :: Char
isymbol = Char
symbolWand
, iname :: Text
iname = "wand"
, ifreq :: Freqs ItemKind
ifreq = [("wand unknown", 1)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipFancy [Color]
brightCol
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = []
, iverbHit :: Text
iverbHit = "club"
, iweight :: Int
iweight = 300
, idamage :: Dice
idamage = 0
, iaspects :: [Aspect]
iaspects = [ GroupName ItemKind -> Aspect
HideAs "wand unknown"
, Skill -> Dice -> Aspect
AddSkill Skill
SkShine 1, Skill -> Dice -> Aspect
AddSkill Skill
SkSpeed (-1)
, Flag -> Aspect
SetFlag Flag
Durable
, Int -> Aspect
toVelocity 125 ]
, ieffects :: [Effect]
ieffects = []
, idesc :: Text
idesc = "Buzzing with dazzling light that shines even through appendages that handle it."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = []
}
wand1 :: ItemKind
wand1 = ItemKind
wandTemplate
{ ifreq :: Freqs ItemKind
ifreq = []
, ieffects :: [Effect]
ieffects = []
}
gemTemplate :: ItemKind
gemTemplate = $WItemKind :: Char
-> Text
-> Freqs ItemKind
-> [Flavour]
-> Dice
-> Rarity
-> Text
-> Int
-> Dice
-> [Aspect]
-> [Effect]
-> [(GroupName ItemKind, CStore)]
-> Text
-> ItemKind
ItemKind
{ isymbol :: Char
isymbol = Char
symbolGold
, iname :: Text
iname = "gem"
, ifreq :: Freqs ItemKind
ifreq = [("gem unknown", 1), ("valuable", 100)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain ([Color] -> [Flavour]) -> [Color] -> [Flavour]
forall a b. (a -> b) -> a -> b
$ Color -> [Color] -> [Color]
forall a. Eq a => a -> [a] -> [a]
delete Color
BrYellow [Color]
brightCol
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = [(3, 0), (10, 24)]
, iverbHit :: Text
iverbHit = "tap"
, iweight :: Int
iweight = 50
, idamage :: Dice
idamage = 0
, iaspects :: [Aspect]
iaspects = [GroupName ItemKind -> Aspect
HideAs "gem unknown", Flag -> Aspect
SetFlag Flag
Precious]
, ieffects :: [Effect]
ieffects = []
, idesc :: Text
idesc = "Useless, and still worth around 100 gold each. Would gems of thought and pearls of artful design be valued that much in our age of Science and Progress!"
, ikit :: [(GroupName ItemKind, CStore)]
ikit = []
}
gem1 :: ItemKind
gem1 = ItemKind
gemTemplate
{ ifreq :: Freqs ItemKind
ifreq = [ ("treasure", 100), ("gem", 100), ("any jewelry", 100)
, ("valuable", 100) ]
, irarity :: Rarity
irarity = [(3, 0), (6, 12), (10, 8)]
, iaspects :: [Aspect]
iaspects = [Skill -> Dice -> Aspect
AddSkill Skill
SkShine 1, Skill -> Dice -> Aspect
AddSkill Skill
SkSpeed (-1)]
[Aspect] -> [Aspect] -> [Aspect]
forall a. [a] -> [a] -> [a]
++ ItemKind -> [Aspect]
iaspects ItemKind
gemTemplate
}
gem2 :: ItemKind
gem2 = ItemKind
gem1
{ ifreq :: Freqs ItemKind
ifreq = [ ("treasure", 100), ("gem", 100), ("any jewelry", 100)
, ("valuable", 100) ]
, irarity :: Rarity
irarity = [(5, 0), (7, 25), (10, 8)]
}
gem3 :: ItemKind
gem3 = ItemKind
gem1
{ ifreq :: Freqs ItemKind
ifreq = [ ("treasure", 100), ("gem", 100), ("any jewelry", 100)
, ("valuable", 100) ]
, irarity :: Rarity
irarity = [(7, 0), (8, 20), (10, 8)]
}
gem4 :: ItemKind
gem4 = ItemKind
gem1
{ ifreq :: Freqs ItemKind
ifreq = [ ("treasure", 100), ("gem", 100), ("any jewelry", 100)
, ("valuable", 100) ]
, irarity :: Rarity
irarity = [(9, 0), (10, 70)]
}
gem5 :: ItemKind
gem5 = ItemKind
gem1
{ isymbol :: Char
isymbol = Char
symbolSpecial
, iname :: Text
iname = "elixir"
, ifreq :: Freqs ItemKind
ifreq = [ ("treasure", 100), ("gem", 25), ("any jewelry", 10)
, ("valuable", 100) ]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
BrYellow]
, irarity :: Rarity
irarity = [(1, 40), (10, 10)]
, iaspects :: [Aspect]
iaspects = [ Text -> Aspect
ELabel "of youth", Flag -> Aspect
SetFlag Flag
Precious
, Skill -> Dice -> Aspect
AddSkill Skill
SkOdor (-1) ]
, ieffects :: [Effect]
ieffects = [Int -> Effect
RefillCalm 10, Int -> Effect
RefillHP 40]
, idesc :: Text
idesc = "A crystal vial of amber liquid, supposedly granting eternal youth and fetching 100 gold per piece. The main effect seems to be mild euphoria, but it admittedly smells good and heals minor ailments rather well."
}
currencyTemplate :: ItemKind
currencyTemplate = $WItemKind :: Char
-> Text
-> Freqs ItemKind
-> [Flavour]
-> Dice
-> Rarity
-> Text
-> Int
-> Dice
-> [Aspect]
-> [Effect]
-> [(GroupName ItemKind, CStore)]
-> Text
-> ItemKind
ItemKind
{ isymbol :: Char
isymbol = Char
symbolGold
, iname :: Text
iname = "gold piece"
, ifreq :: Freqs ItemKind
ifreq = [("currency unknown", 1), ("valuable", 1)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
BrYellow]
, icount :: Dice
icount = 10 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 20 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`dL` 20
, irarity :: Rarity
irarity = [(1, 25), (10, 10)]
, iverbHit :: Text
iverbHit = "tap"
, iweight :: Int
iweight = 31
, idamage :: Dice
idamage = 0
, iaspects :: [Aspect]
iaspects = [GroupName ItemKind -> Aspect
HideAs "currency unknown", Flag -> Aspect
SetFlag Flag
Precious]
, ieffects :: [Effect]
ieffects = []
, idesc :: Text
idesc = "Reliably valuable in every civilized plane of existence."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = []
}
currency :: ItemKind
currency = ItemKind
currencyTemplate
{ ifreq :: Freqs ItemKind
ifreq = [("treasure", 100), ("currency", 100), ("valuable", 1)]
, iaspects :: [Aspect]
iaspects = [Skill -> Dice -> Aspect
AddSkill Skill
SkShine 1, Skill -> Dice -> Aspect
AddSkill Skill
SkSpeed (-1)]
[Aspect] -> [Aspect] -> [Aspect]
forall a. [a] -> [a] -> [a]
++ ItemKind -> [Aspect]
iaspects ItemKind
currencyTemplate
}
smokingJacket :: ItemKind
smokingJacket = $WItemKind :: Char
-> Text
-> Freqs ItemKind
-> [Flavour]
-> Dice
-> Rarity
-> Text
-> Int
-> Dice
-> [Aspect]
-> [Effect]
-> [(GroupName ItemKind, CStore)]
-> Text
-> ItemKind
ItemKind
{ isymbol :: Char
isymbol = Char
symbolClothes
, iname :: Text
iname = "smoking jacket"
, ifreq :: Freqs ItemKind
ifreq = [("common item", 100), ("misc clothing", 1), ("chic gear", 100)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipFancy [Color
BrGreen]
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = [(1, 9), (10, 3)]
, iverbHit :: Text
iverbHit = "stroke"
, iweight :: Int
iweight = 5000
, idamage :: Dice
idamage = 0
, iaspects :: [Aspect]
iaspects = [ Dice -> Aspect
Timeout (Dice -> Aspect) -> Dice -> Aspect
forall a b. (a -> b) -> a -> b
$ (1 Int -> Int -> Dice
`d` 2) Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
* 3
, Skill -> Dice -> Aspect
AddSkill Skill
SkSpeed 2
, Skill -> Dice -> Aspect
AddSkill Skill
SkOdor 2
, Flag -> Aspect
SetFlag Flag
Periodic, Flag -> Aspect
SetFlag Flag
Durable, Flag -> Aspect
SetFlag Flag
Equipable
, EqpSlot -> Aspect
EqpSlot EqpSlot
EqpSlotSpeed ]
, ieffects :: [Effect]
ieffects = [Int -> Effect
RefillCalm 1]
, idesc :: Text
idesc = "Wearing this velvet jacket, anyone would look dashing."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = []
}