Move non-generated files from server/lib/ to arch/

Logically, these files belong with the archs, since if the archs change,
these files may need to change, too. Moving them to arch should also
remove the need for those running with custom maps/archs from needing
to change the server tree.


git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/arch/trunk@21127 282e977c-c81d-0410-88c4-b93c2d0d6712
master
partmedia 2020-03-03 03:40:26 +00:00
parent 0c80bc7c35
commit e3c35f5d55
7 changed files with 10819 additions and 0 deletions

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# attackmess -- messages to describe attacks and their effects
# arrows
TYPE:0
3=hit
3=
3= grazes
6=hit
6=
6= pricks
11=hit
11=
11= pierces
17=hit
17=
17= punctures
29=hit
29=
29= deeply punctures
45=hit
45=
45= stabs
65=hit
65=
65= deeply stabs
90=hit
90=
90= penetrates
130=hit
130=
130= perforates
160=hit
160=
160= drills into
200=hit
200=
200= drives deeply into
9999=hit
9999=
9999= goes straight through
#drain
TYPE:1
3=draw life from
3=
3= drew life from
6=drain
6=
6= drains
9=feed upon the life force of
9=
9= feeds upon the life force from
14=feel the life force of
14= course through your veins
14= pulls vital life force away from
19=suck the life out of
19=
19= sucks the life out of
26=tug mercilessly at
26='s soul
26= tugs mercilessly at the soul of
36=send dark waves of energy into
36=
36= sends dark waves of energy into
46=hear a wail of despair as
46= shudders briefly
46= causes wails of despair come from deep within
75=hear the laughter of dark gods as
75= vibrates with pain
75= vibrations of pain and ethereal laughter haunt
100=bite deeply into
100='s soul
100='s dark power bites deeply into
130=violently tear
130='s life force from the body
130= tears the life force away from
170=watch dark rippling waves cover
170= with screams of agony
170= sends dark waves of power into
210=laugh hideously as
210= begs for mercy at your feet
210= inflicts unbelievable pain upon
9999=witness the soul of
9999= shimmering out of the body violently
9999= cackles as the soul begins to depart from
#electric
TYPE:2
3=zap
3=
3= zaps
7=shock
7=
7= shocks
10=jolt
10=
10= jolts
13=electrify
13=
13= electrifies
16=cause sparks to jump off
16='s body
16= causes sparks to dance around
21=electrocute
21=
21= electrocutes
29=cackle with glee as
29= convulses with pain
29= causes convulsions of pain to wrack
50=send shimmering shockwaves of power into
50=
50= sends shimmering shockwaves of power into
80=cause bolts of energy to crackle across
80='s body
80= causes bolts of energy to crackle around
130=send
130= into violent seizures
130= causes violent seizures in
170=watch
170= writhe in pain as electric bolts crackle violently
170='s power causes violent spasms in
200=are horrified by the sight of
200= frothing madly at your feet
200= causes uncontrollable muscle spasms in
9999=feel a violent shockwave crackling with power as
9999= shudders with blinding arcs
9999= sends horrible crackling power into
#cold
TYPE:3
3=nip
3=
3= nips
8=chill
8=
8= chills
12=cause
12= to shiver
12= causes shivers in
17=cause
17= to shiver violently
17= causes violent shivers in
28=coat
28= in frost
28= sends a blast of frost at
60=cover
60= in a sheet of ice
60= sends a blast of ice at
90=freeze
90=
90= freezes
130=the intense cold causes
130= to shiver violently with pain
130= cold power causes violent shakes in
180=tear into
180= with a blast of arctic wind
180= sends a blast of arctic wind at
9999=nearly freeze
9999= solid
9999= nearly froze
#fire
TYPE:4
3=singe
3=
3= singes
6=burn
6=
6= burns
9=ignite
9=
9= ignites
12=scorch
12=
12= scorches
16=torch
16=
16= torches
20=set
20= on fire
20= sets fire to
27=roast
27=
27= roasts
40=melt
40=
40= melts
70=set
70= ablaze
70= horribly burns
100=fry
100=
100= fries
130=fry
130= to a crisp
130= viciously fries
160=incinerate
160=
160= incinerates
200=cause
200= to burst into raging flames
200= causes flames to engulf
250=burn
250= to ashes
250= send blistering heatwaves into
9999=nearly vaporize
9999=
9999= nearly vaporizes
#basic hit
TYPE:5
3=grazed
3=
3= grazes
6=hit
6=
6= hits
9=hit
9= hard
9= skillfully hits
12=hit
12= very hard
12= deftly hits
16=hit
16= extremely hard
16= violently hits
20=crush
20= very hard
20= crushes
27=smash
27= with a bonecrunching sound
27= smashes
40=shred
40= to pieces
40= shreds
70=beat
70= to a pulp
70= beats
130=grind
130= to dust
130= grinds
250=atomize
250=
250= atomizes
9999=annihilate
9999=
9999= annihilates
#karate!
TYPE:6
3=graze
3= with your chop
3= grazes
6=hit
6= with your chop
6= hits
10=firmly strike
10= with your chop
10= firmly strikes
20=chop
20= upside the head
20= plants a chop to
40=kick
40=
40= kicks
60=spinkick
60=
60= spinkicks
90=acrobatically kick
90= in the head
90= head kicks
120=launch a fury of flying fists at
120=
120= launches a fury of flying fists at
150=touch a pressure point on
150= sending him into spasms
150= touches a pressure point on
180=dropkick
180=
180= dropkicks
220=spin and deliver a heel kick to the back of
220='s head
220= heel kicks
9999=unleash a fury of brutal attacks against
9999= knocking him to the floor
9999= unleashes a fury of brutal attacks against
#claws
TYPE:7
3=graze
3=
3= grazes
6= claw
6=
6= claws
10=slash
10=
10= slashes
18= tear
18=
18= tears
27=rip into
27=
27= rips into
38=shred
38=
38= shreds
60=leave gushing wounds in
60=
60= leaves gushing wounds in
90=rake
90= with your razor sharp talons
90= rakes
120=slice deeply into the body of
120=
120= slices deeply into the body of
150=tear gaping holes in
150=
150= tears gaping holes in
200=severs the flesh from
200='s bone
200= severs flesh from bone in
250= gut
250=
250= guts
9999= eviscerate
9999=
9999= eviscerates
#punching
TYPE:8
3=smack
3=
3= smacks
9=punch
9=
9= punches
15=punches
15= hard
15= skillfully punches
25=punches
25= very hard
25= deftly punches
35=violently beat
35=
35= violently beats
60=pulverize
60=
60= pulverizes
90=hammer
90=
90= hammers
120=beat
120= to a pulp
120= powerfully beats
150=beat the tar out of
150=
150= beats the tar out of
9999=nearly shatter the skull of
9999=
9999= pummels
#slash
TYPE:9
3=cut
3=
3= cuts
6=cut
6= hard
6= skillfully cuts
9=cut
9= very hard
9= viciously cuts
12=slash
12=
12= slashes
20=slash
20= hard
20= skillfully slashes
30=slash
30= very hard
30= viciously slashes
45=slash
45= with a powerful sweep
45= powerfully slashes
60=lay open
60= with a vicious swipe
60= lays open
80=deeply gash
80=
80= deeply gashes
100= tear open
100= with a cruel slash
100= tears open
130=open up deep wounds
130= with a brutal swipe
130= opens up deep wounds in
160=mince
160=
160= minces
190=lacerate
190= with a gruesome hack
190= lacerates
230=tears a gaping wound into
230= with a horrendous sweep
230= tears a gaping wound into
9999=nearly bisects
9999= with a terrifying slash
9999= nearly bisects
#pierce
TYPE:10
3=prick
3=
3= pricks
6=jab
6=
6= jabs
9=jab
9= hard
9= skillfully jabs
15=jab
15= very hard
15= viciously jabs
21=pierce
21=
21= pierces
34=pierce
34= hard
34= skillfully pierces
48=pierce
48= very hard
48= viciously pierces
65=drive your blade deeply into
65=
65= drives his blade deeply into
80=swiftly strike
80= with a penetrating jab
80= brutally pierces
115=deftly jab
115= with a perfectly aimed attack
115= deftly jabs
150=unleash a flurry of quick pierces into the
150='s gut
150= unleashes a flurry of pierces into
200=thrust your blade deep into the heart of
200=
200= thrusts deeply into the heart of
250=devastate
250= with a lightning fast jab
250= devastates
9999=strike hard and fast against
9999= leaving a gaping hole
9999= strikes hard and fast against
#cleave
TYPE:11
3=hack at
3=
3= hacks at
6=hack hard at
6=
6= hacks hard at
9=hack very hard at
9=
9= hacks very hard at
12=cleave
12=
12= cleaves
15=cleave
15= hard
15= skillfully cleaves
18=cleave
18= very hard
18= viciously cleaves
21=carve into
21=
21= carves into
25=carve deeply into
25=
25= carves deeply into
30=rend flesh from the body of
30=
30= rends flesh from the body of
40=tear into
40=
40= tears into
55=tear deeply into
55=
55= tears deeply into
70=rip a deep gash in
70=
70= rips a deep gash in
90=sever bone and flesh from the body of
90=
90= severs bone and flesh from the body of
120=swing down hard at
120=, who spews forth an arc of blood
120= swings down hard at
150=are enshrouded in a mist of
150='s blood as your violent blow finds a home
150= is enshrouded in a mist of blood from
180=cross into
180= with a cruel gut-splitting cleave
180= crosses into
210=see a look of despair in the eyes of
210= as you tear him limb from limb
210= tears limbs and bone from
250=splattered with the blood of
250= as sinews of muscle give way to steel
250= is splattered with the blood of
9999=swing down hard on
9999= nearly splitting him end to end
9999= swings down hard on
#slice
TYPE:12
3=slit open
3=
3= slits open
6=slice
6=
6= slices
9=slice
9= hard
9= skillfully slices
12=slice
12= very hard
12= viciously slices
20=brutally slice
20=
20= brutally slices
30=cut down
30=
30= cuts down
45=severs flesh
45= with a cruel slice
45= cruelly slices
60=carve deeply into
60=
60= carves deeply into
80=perform a wide arcing slice gashing open
80=
80= performs a wide arcing slice gashing open
120=slice open
120= with an overhead sweep
120= slices down
150=dissect
150= with a series of deep slices
150= dissects
180=split
180= wide open
180= splits
240=brutally slices
240= with a cruel flurry of blows
240= brutally slices
9999=unleash a blizzard of steel on
9999= filling the air with a mist of blood
9999= unleashes a blizzard of steel on
#stab
TYPE:13
3=stab
3=
3= stabs
6=stab
6= hard
6= viciously stab
9=stab
9= very hard
9= violently stabs
12=thrust into
12=
12= thrusts into
18=thrust hard into
18=
18= thrusts hard into
25=thrust very hard into
25=
25= thrusts very hard into
35=drive your weapon hard into
35=
35= drives his weapon hard into
50=violently stabs
50= leaving a deep wound
50= brutally stabs
80=bore a deep hole in
80=
80= bores a deep hole in
115=draw back and ram your weapon into the upper body of
115=
115= draws back and rams his weapon into
150=scream a brutal war cry at
150= as you violently stab him
150= screams and repeatedly stabs
200=throw all your weight into a cruel thrust against
200=
200= throws all his weight into a cruel thrust against
9999=are covered in a rain of blood as your weapon homes in on
9999=
9999= is covered in a rain of blood from
#whip
TYPE:14
3=lash
3=
3= lashes
6=lash
6= hard
6= viciously lash
9=lash
9= very hard
9= brutally lashes
12=whip
12=
12= whips
20=whip
20= hard
20= viciously whips
30=whip
30= very hard
30= brutally whips
45=flog
45=
45= flogs
60=flog
60= hard
60= viciously flogs
75=flog
75= very hard
75= brutally flogs
90=thrash
90=
90= thrashes
120=leave deep welts and bruises on
120=
120= cruelly thrashes
150=cruelly whip
150= as he screams in agony
150= causes screams of agony to emanate from
180=tear open gaping wounds in
180=
180= tears open gaping wounds in
9999=wrap your whip around
9999= and nearly strangle him
9999= nearly strangles
#crush
TYPE:15
3=bruise
3=
3= bruises
6=crush
6=
6= crushes
9=skilfully crush
9=
9= skilfully crushes
12=violently crush
12=
12= violently crushes
18=brutally crush
18=
18= brutally crushes
25=smash
25=
25= smashes
35=splatter
35=
35= splatters
45=rupture
45=
45= ruptures
60=swing overhead and deliver a bone fracturing blow to
60=
60= swings overhead and delivers a bone fracturing blow to
80=beat
80= to a bloody pulp
80= pulps
100=deliver an organ-rupturing blow to
100=
100= delvivers an organ-rupturing blow to
120=swing violently at
120= shattering bone like glass
120= shatters the bones of
140=hear the sound of
140='s spine shattering
140= shatters the spine of
160=paint the walls with
160='s cerebral fluid as you crush his skull
160= paints the walls with bits of
180=cave in
180='s face with your crushing blow
180= caves in the face of
210=smash
210='s bones to a bloody paste
210= smashes the bones and flesh of
240=create a greusome and bloody mess from
240=
240= creates a bloody mess from
270=fly into a violent rampage against
270= throwing bone splinters and innards everywhere
270= flies into a violent rampage against
9999=pop
9999='s head like a ripe melon
9999= immolates
#bludgeon
TYPE:16
3=raise a nasty welt on
3='s body
3= raises a nasty welt on
6=smack
6=
6= smacks
9=bash
9=
9= bashes
12=whack
12=
12= whacks
15=bludgeon
15=
15= bludgeons
20=strike
20= hard
20= strikes hard
25=strike
25= very hard
25= strikes very hard
35=viciously strike
35=
35= viciously strikes
45=create an oozing wound on
45='s body
45= creates an oozing wound on
60=land a rupturing blow on
60=
60= lands a rupturing blow on
75=watch
75= stagger back from your blow
75= hammers
100=knock
100= into next week
100= brutally hammers
140=send
140= flying
140= viciously hammers
180=buckle
180= at the knees
180= buckles the knees of
210=pound
210= nearly into unconciousness
210= brutally pounds
250=beat
250= into a mind altering state
250= lands a mind altering blow against
310=strike
310= with a heart-stopping blow
310= strikes a heart-stopping blow against
9999=ruthlessly pummel
9999= causing a fountain of blood to erupt from every orifice
9999= causes more damage than the developer could fathom to
#door
TYPE:17
3=knock on the
3=
3= knocks on the
6=beat on the
6=
6= beats on the
9=pound on the
9=
9= pounds on the
15=kick at the
15=, wearing at the hinges
15= pounds on the
20=pummel the
20=
20= pummels the
40=pound hard on the
40= leaving large dents
40= pounds hard on the
80=body slam the door
80= making the door groan
80= crashes at the
150=wipe out the
150=
150= wipes out the
200=demolish bits of the
200=, indeed how is it still standing?
200= demolishes the
9999=command the
9999= to open with all the force at your command
9999=charges head first at the
#suffering (poison and diseases)
TYPE:18
3=cause the
3= to cough
3= itches
6=irritate the
6='s throat and eyes
6= brings a sweat to
10=force the
10= to take some deep breaths
10= gives a painful rash to the
15=force the
15= to convulse and throw up
15= makes angry sores on
30=make the
30= cough up blood and bile
30= makes blood burst from the sores on the
50=cause violent convulsions in the
50=
50= forces screaming agony from the
80=pauses the heart of the
80= for a moment causing mind numbing pain
80= makes foam burst from the mouth and nose of the
100=produce massive blisters on the
100=, which screams out howls of pain
100= makes blood leak from the eyes and ears of the
150=destroy vast areas of flesh on the
150=, which nearly causes you to vomit in disgust
150= makes blood burst from the eyes of the
180=force the
180= to tear desperately at its own flesh in pain
180= rots body parts off of the
200=ravage the nervous system of the
200=, death is surely only moments away
200= digests the muscle tissue of the
250=cause the
250= to howl in great agony, you are surprised it can survive such poison
250= causes a gruesome blood curdling howl of despair to come from the
9999=are covered in rotting pus from the
9999='s bursting blisters, you cackle with hideous glee
9999= causes blood to flow swiftly from bursting flesh of the
TYPE:19
3=feed upon
3=
3= feeds upon
6=steal some of
6='s life
6=steals some life from
10=pull life from
10=
10= pulls life from
15=rapidly age
15=
15= rapidly ages
20=draw life from
20=
20= draws life from
25=draw soul from
25=
25= draws soul from
30=are filled with the essense of
30=
30= is filled with the essense of
50=bathe in the essense of
50=
50= bathes in the essense of
80=pull a stream of life from
80=
80= pulls a stream of life from
100=tug at the soul of
100=
100= tugs at the soul of
130=deal an antonian blow to
130=
130= deals an antonian blow to
165=suck
165= lifeless
165= sucks lifeless
9999=take
9999='s soul
9999= take soul from

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# "$Id$";
#
# This file describes the various image files installed.
# For more information on how all this works and about adding new
# image sets, see the doc/Developer/images file.
#
# The format of each line:
# num:extension:long name:fallback:geometry:extension:description
# num is the set number.
# extension is the extension that image set uses (eg, base, clsc)
# long name is just that - a longer (more english) name, eg, classic instead
# of clsc. This is really just used by the client for it to map the
# image names. Its not really intuitive for users to say -image clsc
# fallback is what set to fallback to if the image does not exist in
# that set. In the end, all sets must fall back to set 0.
# geometry is in width x height form. This is used by the client so it
# knows the spacing to use. Images in the set could be of different
# sizes (eg, a 4 spaces image would be larger), but this is the normal
# spacing that the client should use.
# extension is for future use - it is passed to the client. This is mostly
# here so that the client can know specific information about certain
# image sets.
# description is just a longer description that the client can display to the
# user.
#
# NOTE: lines can not be continued with \ - everything must be on one line
# for things to work.
# Lines that start with # are obviously ignored.
0:base:standard:0:32x32:none:The standard image set.
1:clsc:classic:0:32x32:none:Classic and new styling.

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# materialtypes file.
# name the name of the material. Paper, wood, iron, silver.
# description OPTIONAL: what appears in the item name. "wooden"
# material the material type this corresponds to. see materials.h
# saves savingthrows for each of the 25 attacktypes
# mods modifications to resistances for the 25 atttypes.
# anything left unspecified in this file will default to zero.
#
# NOTE
# In the very least, name and material MUST exist.
#
# NOTE AGAIN
# Do not edit the basic types. Add any new types after these.
#
name paper
material 1
saves 15,10,17,9,5,7,13,0,20,15,0,0,0,0,0,10,0,0,0,0,0,0,0,0,0
mods 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
name iron
material 2
saves 2,12,3,12,2,10,7,0,20,15,0,0,0,0,0,10,0,0,0,0,0,0,0,0,0
mods 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
chance 100
name glass
material 4
saves 14,11,8,3,10,5,1,0,20,15,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
mods 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
name leather
material 8
saves 5,10,10, 3, 3,10,10, 0,20,15, 0,0,0,0,0,12,0,0,0,0,0,0,0,0,0
mods 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
name pine
material 16
saves 10,11,13, 2, 2,10, 9, 0,20,15, 0,0,0,0,0,12,0,0,0,0,0,0,0,0,0
mods 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
name organics
description organic
material 32
saves 3,12,9,11,3,10,9,0,20,15,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
mods 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
name granite
material 64
saves 2,5,2,2,2,2,1,0,20,15,0,0,0,0,0,5,0,0,0,0,0,0,0,0,0
mods 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
name cloth
description cotton
material 128
saves 14,11,13,4,4,5,10,0,20,15,0,0,0,0,0,5,0,0,0,0,0,0,0,0,0
mods 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
name adamant
material 256
saves 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
mods 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
name liquid
material 512
saves 0,8,9,6,17,0,15,0,20,15,12,0,0,0,0,11,0,0,0,0,0,0,0,0,0
mods 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
name tin
material 1024
saves 6,12,6,14,2,10,1,0,20,15,0,0,0,0,0,10,0,0,0,0,0,0,0,0,0
mods 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
name bone
material 2048
saves 10,9,4,5,3,10,10,0,20,15,0,0,0,0,0,2,0,0,0,0,0,0,0,0,0
mods 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
name ice
material 4096
saves 14,11,16,5,0,5,6,0,20,15,0,0,0,0,0,7,0,0,0,0,0,0,0,0,0
mods 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
#
# NEW NON BASIC TYPES START HERE
# Those are unused from 2011/06/29 on, left in case someone feels like using that.
#
# BEGIN iron
name gold
description golden
material 2
saves 9,10,10,4,2,10,0,0,20,15,0,0,0,0,0,10,0,0,0,0,0,0,0,0
mods -1,0,-1,0,0,0,8
chance 5
diff 2
magic 0
damage -1
wc 0
ac 0
weight 130
value 175
#
name silver
material 2
saves 8,12, 9, 4, 2,10, 1, 0,20,15, 0,0,0,0,0,10
mods 0, 0, 0, 0, 0, 0, 2
chance 4
diff 3
magic 1
damage -1
wc 0
ac 0
weight 120
value 150
#
name copper
material 2
saves 11,13,12, 2, 2,10, 8, 0,20,15, 0,0,0,0,0,10
mods -1, 0, -1, -1, 0, 0, -3
chance 20
diff 0
magic 0
damage -1
wc 0
ac 0
weight 110
value 75
#
name platinum
material 2
saves 7,10, 7, 5, 2,10, 2, 0,20,15, 0,0,0,0,0, 5
mods 0, 0, 0, 0, 0, 0, 0
chance 5
diff 4
magic 1
damage 0
wc 0
ac 0
weight 90
value 200
#
name lead
material 2
saves 15, 5,14,14, 6,10, 6, 0,20,15, 0,0,0,0,0, 2
mods -3, 0, -5, 4, 1, 0, 5
chance 1
diff 0
magic 0
damage -2
wc -2
ac -1
weight 400
value 10
#
name steel
material 2
saves 1,13, 2,10, 2,10, 5, 0,20,15, 0,0,0,0,0,10
mods 1, 0, 3, 0, 0, 0, 1
chance 10
diff 2
magic 0
damage 1
wc 0
ac 0
weight 80
value 110
#
name bronze
material 2
saves 9,13,10, 2, 2,10, 8, 0,20,15, 0,0,0,0,0,10
mods 0, 0, 1, 0, 0, 0, 0
chance 40
diff 0
magic 0
damage 0
wc 0
ac 0
weight 110
value 80
#
name mithril
material 2
saves 1, 1, 2, 3, 2, 2, 2, 0,10, 7, 0,0,0,0,0, 5
mods 2, 0, 5, 1, 1, 0, 2
chance 3
diff 8
magic 2
damage 1
wc 1
ac 1
weight 50
value 250
# BEGIN cloth
name silk
material 128
saves 17,9,13,5,4,5,11,0,19,15,0,0,0,0,0,5,0,0,0,0,0,0,0,0,0
mods 0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
chance 10
diff 3
magic 0
damage 0
wc 0
ac 0
weight 90
value 130
#
name velvet
material 128
saves 17,9,13,4,6,5,11,0,19,15,0,0,0,0,0,5,0,0,0,0,0,0,0,0,0
mods 0,0,0,1,-1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
chance 10
diff 3
magic 0
damage 0
wc 0
ac 0
weight 110
value 140
#
name burlap
material 128
saves 10,10,12,3,3,7,11,0,19,15
mods 1,0,0,1,1
chance 8
diff 4
magic 0
damage 0
wc 0
ac 0
weight 140
value 70
#
name wool
material 128
saves 16,15,18,3,3,3,16,0,20,15
mods -1,0,-1,0,2
chance 8
diff 4
magic 0
damage 0
wc 0
ac 0
weight 110
value 115
#
name kashmir
material 128
saves 18,18,18,10,10,10,18,0,20,15
mods -1,0,0,0,1
chance 5
diff 2
magic 0
damage 0
wc 0
ac -1
weight 70
value 180
#
name astolare
material 128
saves 10,10,10, 4, 4, 4,7, 0,20,15
mods 0,2,0,1,1,1,0,2
chance 1
diff 10
magic 2
damage 0
wc 0
ac 0
weight 90
value 200
#
name asbestos
material 128
saves 14,11,1,4,4,5,15,0,20,15
mods 0,0,4,0,0,0,-4
chance 1
diff 10
magic 0
damage 0
wc 0
ac 0
weight 110
value 50
#
name rubber
material 128
saves 14,11,18,1,4,5,15,0,20,15
mods 1,0,-4,4,0,0,-1
chance 1
diff 10
magic 0
damage 0
wc 0
ac 0
weight 80
value 150
#
# BEGIN wood
name oak
material 16
saves 9,10,14, 2, 2,10, 8, 0,20,15, 0,0,0,0,0,12
mods 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
chance 10
diff 1
magic 0
damage 1
wc 0
ac 0
sp -1
weight 110
value 110
#
name birch
material 16
saves 11,11,13, 2, 2,10, 9, 0,20,15, 0,0,0,0,0,12
mods 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
chance 10
diff 2
magic 0
damage 0
wc 0
ac 0
sp 1
weight 90
value 110
#
name spruce
material 16
saves 14,11,13, 2, 2,10, 13, 0,20,15
mods -1,0,0,0,0,0,-1
chance 10
diff 2
magic 0
damage 0
wc 0
ac 0
sp 0
weight 80
value 80
#
name balsa
material 16
saves 18,11,13, 2, 2,10,12, 0,20,15
mods -2,0,-1,2
chance 2
diff 0
magic 0
damage -1
wc -1
ac -1
sp -10
weight 10
value 30
#
name yew
material 16
saves 10,11,13, 2, 2,10, 9, 0,20,15
mods -2,0,0
chance 5
diff 5
magic 1
damage 2
wc 0
ac 0
sp 10
weight 130
value 150
#
name bamboo
material 16
saves 10,11,13, 2, 2,10, 9, 0,20,15
mods 2,0,-1
chance 3
diff 5
magic 0
damage 0
wc 2
ac 0
sp 1
weight 70
value 130
#
name ironwood
material 16
saves 7,11,10,2, 2,10, 9, 0,20,15
mods 3,0,1
chance 3
diff 10
magic 0
damage 2
wc 0
ac 1
sp -4
weight 180
value 115
#
name wyrmwood
material 16
saves 10,8,12, 2, 2,10, 7, 0,20,15
mods 2,2,-2,0,0,2,0,2
chance 2
diff 15
magic 1
wc 1
ac 1
sp 1
weight 80
value 200
#
# BEGIN stone
name marble
material 64
saves 2, 5, 2, 2, 2, 2, 1, 0,20,15, 0,0,0,0,0, 5
mods 0,0,0
chance 40
diff 0
damage 2
wc -1
ac 0
weight 180
value 80
#
name obsidian
material 64
saves 4, 6, 4, 4, 4, 4, 4, 0,20,15, 0,0,0,0,0, 7
mods -1,0,-1
chance 10
diff 3
damage 1
wc 1
ac 0
weight 90
value 130
#
name limestone
material 64
saves 8, 5, 2, 2, 2, 2, 17, 0,20,15
mods -1,0,0,0,0,0,-5
chance 8
diff 3
damage 0
wc 0
ac 0
weight 80
value 70
#
name runestone
material 64
saves 3, 0, 3, 4, 4, 4, 4, 0,20,15
mods 2,3,0,0
chance 1
diff 15
damage 1
wc -1
ac 0
weight 60
value 250
#
# BEGIN bone
#
name ivory
material 2048
saves 10, 10, 5, 5, 3,10,10, 0,20,15
mods 0,0,0,0
chance 30
diff 3
weight 80
value 120
#
name dragonscale
material 2048
saves 4,4,0,5,15,1,1,0,15,15
mods 1,1,5,0,-5
chance 2
diff 15
magic 2
ac 1
weight 110
value 200
#
# BEGIN adamant
#
# note that by making the chance 100, I override adamant above to never appear.
name argonite
material 256
saves 3, 3, 4, 3, 2, 2, 2, 0,12,10, 0,0,0,0,0, 8
mods 0, 0, 0, 1, -1, 0, 0
chance 100
diff 0
magic 0
damage 0
wc 0
ac 0
weight 110
value 90
#
name sanguinite
material 256
saves 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8
mods -1,-1,-1,-1,0,-1,0,0,0,10
chance 2
diff 0
magic 0
damage -1
wc 0
ac 0
weight 115
value 60
#
name abyssium
material 256
saves 5,5,5,5,5,5,2,5,5,5,5,5,5,5,5,5,5
mods -3,-3,5,0,-5,5,-2,-10,5
chance 1
diff 15
magic 0
damage 0
wc 0
ac 0
weight 200
value 40
#
name astrium
material 256
saves 3, 3, 3, 3, 2, 2, 2, 0,12,10, 0,0,0,0,0, 7
mods 0, 2, 0, 0, 0, 2, 0, 2, 0, 0, 0, 2, 2, 0, 2
chance 20
diff 5
magic 0
damage 0
wc 0
ac 0
weight 100
value 100
#
name celestium
material 256
saves 3, 2, 3, 3, 2, 2, 2, 0,12,10, 0,0,0,0,0, 1
mods 0, 4, 0, 0, 0, 2, 0, 3, 0, 0, 0, 3, 3, 0, 4
chance 10
diff 10
magic 1
damage 0
wc 0
ac 0
weight 110
value 150
#
name damascus
material 256
saves 2, 2, 2, 2, 2, 2, 2, 0,6,6, 0,0,0,0,0, 2
mods 2, 0, 1, 1, 1, 0, 2
chance 5
diff 12
magic 2
damage 0
wc 0
ac 1
weight 150
value 200
#
name adamantium
material 256
saves 1,1,1,1,1,1,1,0,2,2,0,0,0,0,0,1
mods 3, 0, 5, 1, 1, 0, 2, 5
chance 2
diff 15
magic 3
damage 1
wc 0
ac 2
weight 175
value 300
#
name magmasium
material 256
saves 3,3,0,0,10,3,3,3,3,3,3,3,3,3,3
mods 0,0,5,0,-5,0,2
chance 1
diff 15
magic 3
damage 0
wc 0
ac 0
weight 140
value 320
#
name electrum
material 256
saves 3,3,10,0,3,3,3,3,3,3,3,3,3,3,3
mods 0,0,-5,5,0,0,2
chance 1
diff 15
magic 3
damage 0
wc 0
ac 0
weight 140
value 320
#
name glacium
material 256
saves 3,3,10,3,0,3,3,3,3,3,3,3,3,3,3
mods 0,0,-5,0,5,0,0,2
chance 1
diff 15
magic 3
damage 0
wc 0
ac 0
weight 140
value 320
#
# BEGIN leather
#
name snakeskin
material 8
saves 5,11,11, 4, 3,10,9, 0,20,15
mods 0,0,1,0,-1
chance 30
diff 3
ac 1
weight 90
value 110
#
name humanskin
material 8
saves 10,15,15,15,15,15,15,0,20,15
mods -1,-1,-1,-1,-1,0,-1
chance 1
diff 15
magic 2
ac -1
weight 80
value 40
#
name bearskin
material 8
saves 4,10,11, 3, 2,10,10, 0,20,15
mods 0,0,0,0,1
chance 15
diff 5
weight 110
value 110
#
name dragonhide
material 8
saves 4,6,4,5,10,10,6,0,20,15
mods 1,1,3,0,-3
chance 2
diff 15
ac 1
magic 2
weight 70
value 250
#
name wolfhide
material 8
saves 4,10,11, 3, 2,10,10, 0,20,15
mods 0,0,0,0,1
chance 15
diff 4
weight 115
value 80
#
name deerskin
material 8
saves saves 8,10,11, 3, 2,10,10, 0,20,15
mods -1,0,0,0,0
chance 10
diff 10
ac 2
sp 1
wc 1
weight 80
value 140
#
# BEGIN specialty metals.
# these are one offs, like mercury, etc.
#
name mercury
material 1024
saves 5, 3, 9, 6,17, 0,10, 0,20,15
mods 0,0,0
chance 0
diff 0
weight 100
value 100
#

420
messages 100644
View File

@ -0,0 +1,420 @@
#
# Message file for books
#
# Message entries contained in this file will
# appear randomly in readable objects like books, scrolls
# and such (op->type==BOOK).
#
# File format:
# ------------
# MSG <identifier>: start of new message. The identifier is optional and free-form,
# and must be unique.
# If set then players will keep the message as part of their knowledge when read.
# Do NOT reuse identifiers if changing messages.
# TITLE <title>: message's title, for knowledge management. Mandatory if
#  the message has an identifier, else unused.
# CHANCE <chance>: optional chance of the message appearing in a book, relative
# to the sum of all chances. 0 or no line means this message will never appear.
# TEXT: start of the message's body
# ENDMSG: marks the end of a message's body and message.
# QUEST: optional quest internal code and state this message will activate.
# Example: "QUEST TempleOfDoom 0>10" will set the quest 'TempleOfDoom' to state 10
#  if the player didn't yet do it.
#
# TEXT must be the last item in a MSG block.
#
# When designing messages please keep in mind:
# -------------------------------------------
# 1) Message length shouldn't exceed the maximum
# buffer size for books (you'll generate a warning message
# if you do this). Check the file include/read.h for the
# current message size limit (BOOK_BUF).
# 2) Only put newlines where significant. Clients will
# automatically wrap the text.
#
#
MSG
CHANCE 1
TEXT
<undecipherable text>
ENDMSG
#
#
MSG G-001
TITLE Fortress of Barad-Dur
QUEST quests/BaradDur 0>10
FACE tower_a.x11
CHANCE 1
TEXT
"In the mountains north-west of the great city we found it at last -- the hidden fortress of Barad-Dur.
What treasures could lie in it I do not know for our party never gained its way past the entryway.
Skulls, pixies, and a horrible creature I hesitate to name decimated my friends and I."
ENDMSG
#
#
MSG G-002
TITLE Fortress of Ang
QUEST quests/FortressAng 0>10
FACE fort.x11
CHANCE 1
TEXT
In ancient times past the great fortress of Ang was raised on the eastern shore. Many inhabitants it has had, but the last known was the most unusual.
A titan of rare power is said to live in Ang now. There he serves as guardian of an artifact of unusual might.
The exact location is now lost, but rumors locate it east, north-east of Navar, near the southern shore.
ENDMSG
#
#
MSG G-003
TITLE About the northern country
CHANCE 1
TEXT
Many have ventured into the northern country. Up beyond the mountains, alone in the wastes lies a vast domain of mines that delve deep into the earth.
Know that these tunnels and shafts are quite perilous; for only once in recent times have I heard of an expedition returning from them.
ENDMSG
#
#
MSG G-004
TITLE Map of western world
CHANCE 1
TEXT
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~
~~~~~~~~~
~~~~~~~~~ ^^^^^^^^^^^^^
~~~~~~~~X========== ^ %%%%%%^%^^^^^
~~~~~~~ santo = %%%%%%%%%%%%%%
~~~~~~~ dominion = %%%The%%%%%%%
~~~~~~ ^^ = %%%%%%%%%%%%%
~~~~~~ ^^ = %%Great%%%%%%
~~~~~~^ ^ = %%%%%%%%%%%%
~~~~~~X===============================
~~~~~~ Scorn ^^^ = %%%%%%%%%%%%
~~~~~ ^^^^ = %% %%Forest%%%%%
~~~ ^^^ = %%%%%%%%%%%%%%
~~~ ^^^ = %%%%%%%%%%%%%%
~~~ ^^ === %%%%%%%%%%%%%
~~~ X Brest
~~~~ ~~~~~
~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
----------Map of Western World--------
ENDMSG
#
#
MSG G-005
TITLE Alchemy attempt
CHANCE 1
TEXT
...and then did the Alchemist agree to make me my potion.
First he called to his grimm servants who hauld forth a great iron cauldron. Into this black device did he deposit his ingredients and, opening his spell book for reference, then did he cast his spell of alchemy therepon the cauldron.
Greatly did the tub shake and move!
I thought that the Alchemist had broke his device, but he chuckled at my ignorance. Into the cauldron did he reach an brought forth a filled bottle of golden amber fluid...
ENDMSG
#
#
MSG G-006
TITLE Alchemy basics
CHANCE 1
TEXT
Know that there are 4 principle philosophical ingredients. In order, they are:
- philosophical salt
- philosophical sulphur
- philosophical phosphorus
- philosophical oil
The great alchemist has often said that all living things are made of these ingredients. Proper combination of these with other base objects can often create potions of power and might.
ENDMSG
#
#
# (C)2007 Y.E.J. Chachkoff. All rights reserved.
# The author agreed to have his work distributed with the original Crossfire RPG game, any fork excluded.
MSG G-007
TITLE Commandeer's story
CHANCE 1
TEXT
11 Tromisian 5211EK: We made a strange encounter while we were travelling down the ancient road to Lake Country. Plunderers from Jangk were attacking a caravan near the Iron Doors.
We of course helped the merchants, and easily defeated the bandits, some fleeing. But merchants seemed... uneasy, once they recognized our Guard uniforms.
We soon understood why: their twelve heavily sealed wagons were filled with Goblins, Orcs, and other creatures with the gift of speaking. They refused to tell us anything, so we decided to defer to the Lord's Justice. I don't know what will happen to them.
From some testimonies we could gather, this traffic has been going on for years, for the benefit of the biggest domains of Lake Country.
Me and my men will try to learn more about this.
ENDMSG
#
#
# (C)2007 Y.E.J. Chachkoff. All rights reserved.
# The author agreed to have his work distributed with the original Crossfire RPG game, any fork excluded.
MSG G-008
TITLE Port Joseph's Bottle Riots
CHANCE 1
TEXT
In 5122EK, Bottle Riots, only reprimed with difficulty, in Port Joseph drove local authorities to totally forbid taverns and other drink-related places, with the sole exception of shops controlled by the Sea Princes themselves.
However, Josephians rapidly found a loophole in the decree, noticing it only applied to buildings on or above the ground level. They thus refurbished to taverns caves in individual houses; they are indicated by their green frontage.
ENDMSG
#
# The following extracts are from the Crossfire wiki at http://wiki.metalforge.net/doku.php
# and are supposed to be GPL or at least reusable ingame. If not the case, please tell and we'll remove
MSG G-009
TITLE Skorn foundation
CHANCE 1
TEXT
The colony of Skorn was founded in 435EK by Skud the Great, when his expedition reached the shores of the continent. It is said that he first pitched his tent on the site where the inn now stands.
ENDMSG
MSG G-010
TITLE Scorn's war against Dragons
CHANCE 1
TEXT
The war against the Dragons rages from 1064 to 1135EK. Scorn is destroyed. Most of its inhabitants flee to the south. After 1115EK, the city is progressively rebuilt on top of the now buried ruins nowadays known as the Old City.
ENDMSG
MSG G-011
TITLE The Sea Princes
CHANCE 1
TEXT
The War of the Sea Princes took place in 1177EK. The last imperial ship reaches Scorn. Contacts with Khelens are now broken. Scorn becomes an independent kingdom.
ENDMSG
MSG G-012
TITLE About Khelens
CHANCE 1
TEXT
Khelens is the name of both a city and an Empire, that once ruled the world. The cities of Scorn and Navar were initially colonies of the Empire of Khelens.
The fate of Khelens is currently unknown. According to the last known historical records, a political crisis shattered the very foundations of the Empire 5000 years ago, creating a civil war that ended by the independence of Scorn and the other colonies from it. Since that time, no imperial ship ever sailed back to Scorn, and the location of Khelens is now forgotten.
ENDMSG
MSG G-013
TITLE Skud the Great
CHANCE 1
TEXT
One of the first Builders, Skud the Great created many famous places, like the Scorns First Inn or the Newbie Tower.
The reasons of the disappearance of Skud are mostly unknown. The Codex Skudensis mentions that it could have been because of the negative influence of the Arch-Demon Neth Aq. It is thought that The Tower of Skud, although left unfinished by its creator, may contain informations about the fate of one of the most famous Builder.
ENDMSG
MSG G-014
TITLE History of Scorn
CHANCE 1
TEXT
It is said that Scorn, as we currently know it, was built on an older version of itself, now buried underground.
When the colony of Skorn was founded by Skud, the whole west was infested by dragons and wyverns. The imperial armies successfully fought the monsters, pushing them back on the other side of the mountains, and kept a vigilant guard to ensure that the huge monsters wouldnt sneak in and attack their settlements.
But there are always men who think theyre smarter than everybody else. Enteranni the Red was one of those men. Trying to take control of Scorn for himself, he decided to unleash a couple dragons against the city, after which hed banish them and be seen as a savior. But so blind and thirsty of power he had become that dragons easily tricked him. His plan failed, and the flame of the dragonbreath destroyed Scorn.
When dragon were finally vainquished, Scorn was rebuilt on top of its own ruins. The Old City of Scorn is now a dark, forgotten maze of crypts and halls infested by vermin of all sorts. Rumors say that some treasures from the glorious past of the city still sleep there, waiting to be found. Who knows? Maybe it is true, after all.
ENDMSG
MSG G-015
TITLE Navar's location
CHANCE 1
TEXT
Straddling the corner of the Imperial highway as it turns North near the Eastern border of the known world, and surrounded by dangerous territory, Navar is an unlikely site for one of the worlds grandest cities. Yet there it stands, dominating the skyline for miles around and showing the same bustling activity expected of any thriving market town.
ENDMSG
MSG G-016
TITLE Darcap's foundation
CHANCE 1
TEXT
In 2264 EK, the Kingdom of the Masts founded a colony called Darcap in the north of the continent. But before this colony could become autonomous the kingdom was destroyed, in 2287 EK, leaving it totally isolated.
The inhabitants endured many hardships, many died of hunger. Some tried to reach, by small boat or on foot, a better land none of them ever came back.
One of the colonists, named Andreas, succeeded in persuading many inhabitants to worship Devourers, whose followers dont suffer hunger. The other inhabitants argued, logically, that since many did convert they would have enough food, and refused to convert.
After his death, Andreas was nicknamed “Andreas the Ravenous” because he always liked good jokes , and the church of Devourers was named after him.
ENDMSG
MSG G-017
TITLE Darcap's rediscovery
CHANCE 1
TEXT
In 6138 EK, a famous explorer named Herghist Appelnisht set foot in Darcap, the first stranger in four millenia. He stayed 2 years, learning the history and customs of Darcap and teaching the whereabouts of the rest of the world to the inhabitants. He then travelled back to Navar with a delegation in order to establish relations between Darcap and the other towns.
ENDMSG
MSG G-018
TITLE Julio's story
CHANCE 1
TEXT
In 6795 EK, a magician named Julio, wishing to take some distance with the agitation of the world, came to live in Darcap. He was expert in the four elements and spent the rest of his life studying the interactions of those, transforming four houses in the center of the town in laboratories. He was at the origin of many incidents and many inhabitants came to hate him.
It is only many years after his death, in 6813 EK, that his major contribution to the town was made public. He had advised leaders on the affairs of the world, giving advice, solving many conflicts. A status was made as a token of gratitude and his house, which was once considered for destruction, was restored to display his work.
ENDMSG
MSG G-019
TITLE The Imperial Highway
CHANCE 1
TEXT
The proverbial “Yellow Brick Road” (nicknamed because the durable yellow clay used to make the bricks) which strings its way across the Main continent of BigWorld, the Imperial Highway was created during the time of the Empire and is a lasting legacy of a more peaceful time. Travel along the Imperial Highway is still reasonable safe as the road is maintained and there are inns and shops along this road.
ENDMSG
MSG G-020
TITLE The Sannista
CHANCE 1
TEXT
Shortly summarized, the Sannista is a legendary flying boat that was powered by the reaction of a fire and a water elemental. It was built by the tenth Commander of Euthville, Farkennis, as a gift for the 18th Birthday of his daughter, Sannista. Thats the boat that was stolen by Fax when he fled from Euthville, and that he used to get to Khelens. Giusitta the Verbous then sailed it back to the Continent, and hid it “somewhere in the mountains of Euth”.
ENDMSG
MSG G-021
TITLE Euthville's foundation
CHANCE 1
TEXT
If you went there about half a millenia ago, youd have seen something very different than the field of haunted ruins Euthville has since become. It was initially founded by a handful of industrious, clever dwarves, that had found a mystical way to locate fields of precious Karitta, the famous metal that is as transparent as a pearl of the North Sea, yet as strong as the best irons of Navar.
And thus, they found at the location of Euthville a lot of that raw metal, which quickly made the city one of the richest of all. And for a long time, it stayed so. The inhabitants of Euthville werent interested by war, work, or anything else too tiresome - they preferred to pay somebody else to do all of this. And with the advanced technical knowledge brought by the dwarves, working was less and less an issue for them.
ENDMSG
MSG G-022
TITLE Euthville's destruction
CHANCE 1
TEXT
Finally, the Commander decided that the city couldnt stand this anymore, and ordered that the Demons had to be attracted faraway from the city. On this fateful day, a whole fanfare left the city, hoping that the demons would follow, attracted by the music.
And so, they did. One after another, they climbed out of Earth itself, and walked in the direction of the music, obviously unaware of the hundreds of buildings they were crushing by their giant footsteps, and the thousands of inhabitants that they toasted with their dark fire. Seeing that, even the bravest ones went mad, and ran for their lives, leaving pipes, clavicelles and harpsichords fall on the ground.
The rest of the story is easy to understand: Demons, free from the magical music that enslaved them, crushed what remained of the city, in a bloody fest that they will forever keep in their twisted memories.
The Commander went mad, of course, and it is said that his madness was so strong that his mind was unable to understand that he was dead. If you search enough in the ruins of Euthville, youll probably encounter his ghost, as well as those of the many who perished for having believed that mortals could enslave the hell. Some demons stayed there, obviously enjoying the area and its newborn ashes that smelled fresh blood and carnage. Euthville is now, of course, a dangerous, deserted place, and the richesses that are still sleeping below the ruins of its former palaces are now guarded by powerful entities of the 9th Circle.
ENDMSG
MSG G-023
TITLE The Enchanted Music
CHANCE 1
TEXT
Many said that, if the Enchanted Music could be found, it would open the gates of many treasures, but because none of the former Euthvillians survived, and because nobody knows where the Boy went afterwards, those gates are still closed. Ive heard that the School of Daemonology was precisely founded to rediscover that spell. But who am I to claim this to be true? Im only a man of the past that tells stories before a fire, and the fire is dying, and so has my tale reached the end.
ENDMSG
MSG G-024
TITLE Euthville's power hunger
CHANCE 1
TEXT
Yet they were facing a problem. All their devices, all their machineries, all their tricks to cheat with nature required energy. Lots of energy. They relied first on the strength of horses and donkeys, but it wasnt enough. Then, they tamed the dangerous Wyverns of Kal-Durandasi, so that the hot lizards would provide them with the full force of their steamy breath. But soon, it wasnt enough. They also used the hidden power provided by the Faeries of the Tarniska river, building a dam, so that they could put the invisible horses of water that the sylphids are rumored to breed in use.
But even so, their hunger for power wasnt satisfied, and became an increasing nuisance for them. So, the Commander of Euthville (which was, more or less, the equivalent to our King at Scorn), finally decided to send messengers across the whole Continent, calling the world for a challenge. Whoever would be able to fulfill the needs of Euthvillians of energy would become the new Commander, thus the ruler of the richest city ever built since Khelens.
ENDMSG
MSG G-025
TITLE Euthville's salvation
CHANCE 1
TEXT
And then came a boy. He wasnt a wizard, nor pretended to be one. He was young, but the story didnt kept the record of his name, and some now think it is because he was damned. Who knows? The Boy sat in the middle of the city, playing with his flute, laughing whenever he saw one of the demonstrations of the powerful wizards and engineers, who were failing again and again.
After several days, the Commander noticed the Boy, and said: “who are you to laugh, you, who has only a flute ?” “I have only a flute for sure - but theres more in my simple pipe than in those legions of wizards.” “Really ?” said the Commander, half-laughing, half-curious, “so you think you can solve my challenge ?”
The Boy smiled. “Not only I can, but I shall - and my price will be quite acceptable to give you the energy you need.” “And that would be...?” - “A new pipe.” came the reply “That one is becoming old.” “Agreed, you have your chance.”
The Boy then started to play an amused melody. It sounded like an invitation to a great feast, the opening of a meeting where everybody was invited. And then came from earth itself sounds of steps, climbing from the depth. The fountain that stood in the middle of the place crumbled, leaving a great hole from which flames emerged. But the fire seemed to dance at the rythm of the music itself.
The Boy then said to the Commander: “As long as you keep playing for the Demons there, at least 23 hours each day, youll get them to make whatever you need.” And he gave them the score, took a brand new silver flute, and left, and never was seen again at Euthville.
ENDMSG
MSG G-026
TITLE Euthville's destruction
CHANCE 1
TEXT
At first, things seemed fine, and the Commander couldnt believe his luck, as a pipe was a feeble price to pay for such a powerful recipe of prosperity. Who wouldnt want to tame the Demons themselves? Quickly, though, it appeared obvious that, for enough demons to be there, that music needed to be played rather loudly. And if, at first, it sounded entertaining, joyous, and funny, it quickly grew on the nerves of many. And especially because it was played 23 hours a day.
Finally, the Commander decided that the city couldnt stand this anymore, and ordered that the Demons had to be attracted faraway from the city. On this fateful day, a whole fanfare left the city, hoping that the demons would follow, attracted by the music.
ENDMSG
# End of extract from the wiki
MSG G-027
TITLE Temple of Justice
QUEST darcap/TempleJustice 0>10
FACE quest_darcap_temple_justice.111
CHANCE 1
TEXT
And so the Temple of Justice was founded, to show Valriel's Glory to the whole world!
Oh, it was magnificient, located on the north side of the Continent, west of Darcap.
And for years followers of Valriel came as pilgrims, to worship His Altar.
But things started to fall over, and slowly the priests started to accumulate wealth instead of giving it back, and using it for their glory instead of Valriel's.
So the Temple was slowly abandonned by pilgrims, who sought other Places Of Glory.
It probably still exists, but who knows what secrets it bears.
ENDMSG
MSG G-028
TITLE The Tower of Grukk
QUEST navar/grukk 0>10
FACE s_tower1.x11
CHANCE 1
TEXT
Grukk was a rich merchant from Navar, who accumulated wealth by being the right person at the right place.
Alas, all his influcence couldn't prevent him from being ostracised when Navar decided to banish all undead creatures.
For some time he still stayed in his house, but then decided he couldn't bear anymore this situation.
So he had a tower built, somewhere on the east shore of the continent, south of Navar, and moved all belongings here.
There are rumours he still deals in some goods through intermediaries, but no one has any proof.
ENDMSG
MSG G-029
TITLE Glowing Crystals
CHANCE 1
TEXT
Glowing Crystals are the dream of every magician.
They enable to store mana energy up to a certain quantity, and recover it at will.
Thus a magician cast more spells without needing to rest to recover his energy.
Such Crystals are unfortunately pretty rare, so magicians have to figure by themselves how to find some.
ENDMSG
MSG G-030
TITLE The Dark Forest
CHANCE 1
QUEST scorn/DarkForest 0>10
FACE power_crystal.111
TEXT
And thus the Glowing Crystal was stolen from Scorn's City Hall.
The thieves fled to the Dark Forest, which is said to be cursed.
According to rumors the Crystal was put at the heart of the Dark Temple, to be used for some religious ceremony.
No one has yet to claim it.
The Forest is a well-known cursed place, located on the road from Scorn to Navar, approximately 50 chains west of Hermes's Inn and 10 chains north of the road.
ENDMSG
MSG G-031
TITLE Narcopin
CHANCE 1
QUEST quests/Narcopin 0>10
FACE ruins.111
TEXT
Once there stood upon the desert, west of Navar, a city called Narcopin, ruled by a dynasty of kings, wise and powerful.
In time the monarchs grew less wise but more powerful.
The last of their line was Aljwaf the terrible. His reign was bloody and he made enemies of all
the neighbouring lands. His troops put women and children to the sword, he consorted with evil forces.
It is said he cared for nothing save a single concubine.
He fashioned a necklace for her made of one ruby, two emeralds and three sapphires.
His reign ended when he was stricken with an unknown wasting disease and died horribly after a long illness.
Some said the illness came from his evil dealings, they were quickly impaled for treason.
Narcopin was razed to the ground by the surrounding kingdoms within six months of his death.
Now only ruins remain, though some say spirits guard the tomb Aljwaf made for himself...
ENDMSG
MSG G-032
TITLE The hunt for Nilplur
CHANCE 1
QUEST quests/Nilplur 0>10
FACE dragon.x71
TEXT
As per your instructions, I've hunted down Nilplur the dragon to its lair.
It is located in a mountain range east of the lake between Scorn and Euthville, but seems heavily guarded.
The cave is richely decorated, adding some weight to the rumours Nilplur accumulated much wealth -- including powerful spells.
I will try to slay the beast, but in case I don't return I thus dispatch this message so others can take over my duty.
Your humble servitor
Kolgar
ENDMSG

268
races 100644
View File

@ -0,0 +1,268 @@
#
# the races file
#
# To start a new race category w/ 'RACE' identifier
# list the name of the archetypes singly on lines below
#
# Each arch entered will have thei op->race reset to
# the value listed for the last occuring 'RACE'. Also,
# if the arch is a creature, it is added to a linked
# list of monsters that all have the same race.
# Any type of archetype may be listed, but monsters
# should be ordered by inherent level value/exp
#
# This appears to be only used for summoning cult monsters.
# Hence the need for order by level.
#
# Prepending a '!' will prevent an item from having its
# op->race field reset to RACE.
#
# Prepending a '@' will prevent a creature from having its
# arch listed on the summoning list.
#
# You can have an entry with both '@' and '!' (ie "@!<name>")
# but that is the same as not listing the arch!
#
#
RACE undead
generate_ghost
generate_zombie
generate_skeleton
generate_skull
generate_vampire
ghost
zombie
skeleton
grimreaper
wight
wraith
ghast
nightmare
spectre
vampire
skull
lich
demilich
dave
nazgul
RACE demon
generate_devil
imp
devil
raas
big_demon
demon_lord
Greater_Demon
belzebub
jessyb
bone_head
evil_master1
evil_master2
evil_master3
evil_master4
RACE angel
angel
liteangel
mesangel
ArchAngel
RACE goblin
generate_kobold
generate_goblin
generate_orc
generate_gnoll
kobold
goblin
orc
gnoll
ologhi
h_kobold
unusual_kobold
RACE troll
small_troll
troll
gaelotroll
RACE faerie
generate_pixie
generate_stalker
pixie
elf_1
sandy
stalker
dark_elf
unicorn
faerie_dragon
deathtree
ent
lamia
RACE animal
generate_bat
generate_mouse
generate_panther
generate_scorpion
mouse
bat
dog
panther
giant_bat
scorpion
wolf
bear
rustmonster
shadowpup
polarbear
dire_wolf
behemoth
shadowtiger
giantrat
pet_necro
neko
RACE bird
generate_bird
chicken
goose
bird
RACE reptile
generate_serp_man
snake
serpent
serp_man
cobra
serp_priest
fire_serpent
RACE slime
blob
slime
fungus
acid_sphere
green_slime
black_pudding
RACE unnatural
generate_beholder
beholder
sphinx
baslic
dread
golem_necro
RACE dragon
generate_dragon
@pl_dragon
dragon
baby_dragon
chinese_dragon
big_elec
big_dragon
dragonman
Cwyvern
big_dragon_worthless
RACE water_elemental
!para_mud
para_water
para_ice
water_elemental
water_witch
RACE fire_elemental
para_fire
para_lava
fire_elemental
fire_witch
RACE air_elemental
para_air
para_lightning
air_elemental
air_witch
RACE earth_elemental
para_mud
para_earth
earth_elemental
earth_witch
RACE giant
generate_ogre
generate_giant
ogre
giant
titan
DK
big_wiz
cyclops
EDK
mabu
RACE human
generate_madman
charwoman
prisoner
crone
guildmaster
sage
woman
man
c_sage
c_woman
c_man
princess
fighter
thief_1
ninja_1
ninja2
conjurer2
warrior_1
pirate
northman
pirate_lass
madman
conjurer
guard
light_guard
pyromaniac
medium_guard
knight
lord_e
necromancer
siegfried
RACE chess
chess_pawn
chess_rook
chess_knight
chess_bishop
chess_queen
chess_king
RACE chaos
living_chaos
chaos_witch
RACE dwarf
gnome
dwarf
@dwarf_player
dwarf_priest
dwarf_wiz
lesser_dwarven_guard
greater_dwarven_guard
RACE insect
generate_ant
generate_bee
spider_gen
generate_xan
beehive
ant
bee
centipede
killer_bee
spider
xan
# this is the summoning list for the god ruggilli
RACE consuming_fire_creatures
!para_fire
!fire_serpent
!fire_elemental
!fire_witch
!dragon
!baby_dragon
!big_dragon
# this is the summoning list for the goddess Ixalovh
RACE chaotic_water_creatures
!para_water
!water_elemental
!lokanth
!tentacle
!water_witch
!tentacle2
!chinese_dragon