module Content.ItemKind
(
pattern HARPOON, pattern ARMOR_LOOSE, pattern CLOTHING_MISC
, pattern COOKED_PLANT, pattern LIQUID_NITROGEN, pattern GARDENING_TOOL
, groupNamesSingleton, groupNames
,
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
groupNamesSingleton :: [GroupName ItemKind]
groupNamesSingleton :: [GroupName ItemKind]
groupNamesSingleton =
[GroupName ItemKind
S_FRAGRANCE, GroupName ItemKind
S_SINGLE_SPARK, GroupName ItemKind
S_SPARK]
[GroupName ItemKind]
-> [GroupName ItemKind] -> [GroupName ItemKind]
forall a. [a] -> [a] -> [a]
++ [GroupName ItemKind
FLASK_UNKNOWN, GroupName ItemKind
POTION_UNKNOWN, GroupName ItemKind
EDIBLE_PLANT_UNKNOWN, GroupName ItemKind
SCROLL_UNKNOWN, GroupName ItemKind
NECKLACE_UNKNOWN, GroupName ItemKind
RING_UNKNOWN, GroupName ItemKind
HAMMER_UNKNOWN, GroupName ItemKind
GEM_UNKNOWN, GroupName ItemKind
CURRENCY_UNKNOWN]
[GroupName ItemKind]
-> [GroupName ItemKind] -> [GroupName ItemKind]
forall a. [a] -> [a] -> [a]
++ [GroupName ItemKind
S_RAG_TANGLE, GroupName ItemKind
S_GRASS_STITCHER, GroupName ItemKind
S_LADIES_FORK, GroupName ItemKind
S_SPADE, GroupName ItemKind
S_HOE]
[GroupName ItemKind]
-> [GroupName ItemKind] -> [GroupName ItemKind]
forall a. [a] -> [a] -> [a]
++ [GroupName ItemKind
COOKED_PLANT_UNKNOWN]
[GroupName ItemKind]
-> [GroupName ItemKind] -> [GroupName ItemKind]
forall a. [a] -> [a] -> [a]
++ [GroupName ItemKind]
embedsGNSingleton [GroupName ItemKind]
-> [GroupName ItemKind] -> [GroupName ItemKind]
forall a. [a] -> [a] -> [a]
++ [GroupName ItemKind]
actorsGNSingleton [GroupName ItemKind]
-> [GroupName ItemKind] -> [GroupName ItemKind]
forall a. [a] -> [a] -> [a]
++ [GroupName ItemKind]
organsGNSingleton
[GroupName ItemKind]
-> [GroupName ItemKind] -> [GroupName ItemKind]
forall a. [a] -> [a] -> [a]
++ [GroupName ItemKind]
blastsGNSingleton [GroupName ItemKind]
-> [GroupName ItemKind] -> [GroupName ItemKind]
forall a. [a] -> [a] -> [a]
++ [GroupName ItemKind]
temporariesGNSingleton
pattern FLASK_UNKNOWN, POTION_UNKNOWN, EDIBLE_PLANT_UNKNOWN, SCROLL_UNKNOWN, NECKLACE_UNKNOWN, RING_UNKNOWN, HAMMER_UNKNOWN, GEM_UNKNOWN, CURRENCY_UNKNOWN :: GroupName ItemKind
pattern S_RAG_TANGLE, S_GRASS_STITCHER, S_LADIES_FORK, S_SPADE, S_HOE :: GroupName ItemKind
pattern COOKED_PLANT_UNKNOWN :: GroupName ItemKind
groupNames :: [GroupName ItemKind]
groupNames :: [GroupName ItemKind]
groupNames =
[GroupName ItemKind
CRAWL_ITEM, GroupName ItemKind
TREASURE, GroupName ItemKind
ANY_SCROLL, GroupName ItemKind
ANY_GLASS, GroupName ItemKind
ANY_POTION, GroupName ItemKind
ANY_FLASK, GroupName ItemKind
EXPLOSIVE, GroupName ItemKind
ANY_JEWELRY, GroupName ItemKind
VALUABLE, GroupName ItemKind
UNREPORTED_INVENTORY, GroupName ItemKind
AQUATIC]
[GroupName ItemKind]
-> [GroupName ItemKind] -> [GroupName ItemKind]
forall a. [a] -> [a] -> [a]
++ [GroupName ItemKind
HARPOON, GroupName ItemKind
ARMOR_LOOSE, GroupName ItemKind
CLOTHING_MISC]
[GroupName ItemKind]
-> [GroupName ItemKind] -> [GroupName ItemKind]
forall a. [a] -> [a] -> [a]
++ [GroupName ItemKind
COOKED_PLANT, GroupName ItemKind
LIQUID_NITROGEN, GroupName ItemKind
GARDENING_TOOL, GroupName ItemKind
TOOL_ONLY]
[GroupName ItemKind]
-> [GroupName ItemKind] -> [GroupName ItemKind]
forall a. [a] -> [a] -> [a]
++ [GroupName ItemKind]
embedsGN [GroupName ItemKind]
-> [GroupName ItemKind] -> [GroupName ItemKind]
forall a. [a] -> [a] -> [a]
++ [GroupName ItemKind]
actorsGN [GroupName ItemKind]
-> [GroupName ItemKind] -> [GroupName ItemKind]
forall a. [a] -> [a] -> [a]
++ [GroupName ItemKind]
organsGN [GroupName ItemKind]
-> [GroupName ItemKind] -> [GroupName ItemKind]
forall a. [a] -> [a] -> [a]
++ [GroupName ItemKind]
blastsGN
pattern HARPOON, ARMOR_LOOSE, CLOTHING_MISC :: GroupName ItemKind
pattern COOKED_PLANT, LIQUID_NITROGEN, GARDENING_TOOL, TOOL_ONLY :: GroupName ItemKind
pattern $bFLASK_UNKNOWN :: GroupName ItemKind
$mFLASK_UNKNOWN :: forall r. GroupName ItemKind -> (Void# -> r) -> (Void# -> r) -> r
FLASK_UNKNOWN = GroupName "flask unknown"
pattern $bPOTION_UNKNOWN :: GroupName ItemKind
$mPOTION_UNKNOWN :: forall r. GroupName ItemKind -> (Void# -> r) -> (Void# -> r) -> r
POTION_UNKNOWN = GroupName "potion unknown"
pattern $bEDIBLE_PLANT_UNKNOWN :: GroupName ItemKind
$mEDIBLE_PLANT_UNKNOWN :: forall r. GroupName ItemKind -> (Void# -> r) -> (Void# -> r) -> r
EDIBLE_PLANT_UNKNOWN = GroupName "edible plant unknown"
pattern $bSCROLL_UNKNOWN :: GroupName ItemKind
$mSCROLL_UNKNOWN :: forall r. GroupName ItemKind -> (Void# -> r) -> (Void# -> r) -> r
SCROLL_UNKNOWN = GroupName "scroll unknown"
pattern $bNECKLACE_UNKNOWN :: GroupName ItemKind
$mNECKLACE_UNKNOWN :: forall r. GroupName ItemKind -> (Void# -> r) -> (Void# -> r) -> r
NECKLACE_UNKNOWN = GroupName "necklace unknown"
pattern $bRING_UNKNOWN :: GroupName ItemKind
$mRING_UNKNOWN :: forall r. GroupName ItemKind -> (Void# -> r) -> (Void# -> r) -> r
RING_UNKNOWN = GroupName "ring unknown"
pattern $bHAMMER_UNKNOWN :: GroupName ItemKind
$mHAMMER_UNKNOWN :: forall r. GroupName ItemKind -> (Void# -> r) -> (Void# -> r) -> r
HAMMER_UNKNOWN = GroupName "hammer unknown"
pattern $bGEM_UNKNOWN :: GroupName ItemKind
$mGEM_UNKNOWN :: forall r. GroupName ItemKind -> (Void# -> r) -> (Void# -> r) -> r
GEM_UNKNOWN = GroupName "gem unknown"
pattern $bCURRENCY_UNKNOWN :: GroupName ItemKind
$mCURRENCY_UNKNOWN :: forall r. GroupName ItemKind -> (Void# -> r) -> (Void# -> r) -> r
CURRENCY_UNKNOWN = GroupName "currency unknown"
pattern $bHARPOON :: GroupName ItemKind
$mHARPOON :: forall r. GroupName ItemKind -> (Void# -> r) -> (Void# -> r) -> r
HARPOON = GroupName "harpoon"
pattern $bARMOR_LOOSE :: GroupName ItemKind
$mARMOR_LOOSE :: forall r. GroupName ItemKind -> (Void# -> r) -> (Void# -> r) -> r
ARMOR_LOOSE = GroupName "loose armor"
pattern $bCLOTHING_MISC :: GroupName ItemKind
$mCLOTHING_MISC :: forall r. GroupName ItemKind -> (Void# -> r) -> (Void# -> r) -> r
CLOTHING_MISC = GroupName "miscellaneous clothing"
pattern $bCOOKED_PLANT_UNKNOWN :: GroupName ItemKind
$mCOOKED_PLANT_UNKNOWN :: forall r. GroupName ItemKind -> (Void# -> r) -> (Void# -> r) -> r
COOKED_PLANT_UNKNOWN = GroupName "cooked plant unknown"
pattern $bCOOKED_PLANT :: GroupName ItemKind
$mCOOKED_PLANT :: forall r. GroupName ItemKind -> (Void# -> r) -> (Void# -> r) -> r
COOKED_PLANT = GroupName "cooked plant"
pattern $bLIQUID_NITROGEN :: GroupName ItemKind
$mLIQUID_NITROGEN :: forall r. GroupName ItemKind -> (Void# -> r) -> (Void# -> r) -> r
LIQUID_NITROGEN = GroupName "liquid nitrogen"
pattern $bGARDENING_TOOL :: GroupName ItemKind
$mGARDENING_TOOL :: forall r. GroupName ItemKind -> (Void# -> r) -> (Void# -> r) -> r
GARDENING_TOOL = GroupName "gardening tool"
pattern $bTOOL_ONLY :: GroupName ItemKind
$mTOOL_ONLY :: forall r. GroupName ItemKind -> (Void# -> r) -> (Void# -> r) -> r
TOOL_ONLY = GroupName "tool only"
pattern $bS_RAG_TANGLE :: GroupName ItemKind
$mS_RAG_TANGLE :: forall r. GroupName ItemKind -> (Void# -> r) -> (Void# -> r) -> r
S_RAG_TANGLE = GroupName "rag tangle"
pattern $bS_GRASS_STITCHER :: GroupName ItemKind
$mS_GRASS_STITCHER :: forall r. GroupName ItemKind -> (Void# -> r) -> (Void# -> r) -> r
S_GRASS_STITCHER = GroupName "grass stitcher"
pattern $bS_LADIES_FORK :: GroupName ItemKind
$mS_LADIES_FORK :: forall r. GroupName ItemKind -> (Void# -> r) -> (Void# -> r) -> r
S_LADIES_FORK = GroupName "ladies' fork"
pattern $bS_HOE :: GroupName ItemKind
$mS_HOE :: forall r. GroupName ItemKind -> (Void# -> r) -> (Void# -> r) -> r
S_HOE = GroupName "hoe"
pattern $bS_SPADE :: GroupName ItemKind
$mS_SPADE :: forall r. GroupName ItemKind -> (Void# -> r) -> (Void# -> r) -> r
S_SPADE = GroupName "spade"
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
steelScrap, ItemKind
needle, ItemKind
dart, ItemKind
spike, ItemKind
spike2, ItemKind
slingStone, ItemKind
slingBullet, ItemKind
needleSleep, ItemKind
paralizingProj, ItemKind
harpoon, ItemKind
harpoon2, ItemKind
harpoon3, ItemKind
net, ItemKind
fragmentationBomb, ItemKind
concussionBomb, ItemKind
flashBomb, ItemKind
firecrackerBomb, ItemKind
flaskEmpty, 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
potion13, ItemKind
potion14, ItemKind
potion15, ItemKind
potion16, 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
scroll14, ItemKind
scroll15, ItemKind
scroll16, ItemKind
scrollAd1, ItemKind
rawMeatChunk, ItemKind
roastedMeatChunk, ItemKind
ediblePlantTemplate, ItemKind
ediblePlant1, ItemKind
ediblePlant2, ItemKind
ediblePlant3, ItemKind
ediblePlant4, ItemKind
ediblePlant5, ItemKind
ediblePlant6, ItemKind
ediblePlant7, ItemKind
ediblePlant8, ItemKind
cookedPlantTemplate, ItemKind
cookedPlant1, ItemKind
cookedPlant2, ItemKind
cookedPlant3, ItemKind
cookedPlant4, ItemKind
cookedPlant5, ItemKind
cookedPlant6, ItemKind
cookedPlant7, ItemKind
cookedPlant8, ItemKind
light1, ItemKind
lightDoused1, ItemKind
light2, ItemKind
lightDoused2, ItemKind
light3, ItemKind
blanket, ItemKind
chisel, ItemKind
hacksaw, ItemKind
adjustableSpanner, ItemKind
steelFile, ItemKind
honingSteel, ItemKind
whetstone, ItemKind
diagonalPliers, ItemKind
snips, ItemKind
loppers, ItemKind
boltCutter, ItemKind
solderingIron, ItemKind
duckTape, ItemKind
thickCord, ItemKind
gorget, ItemKind
necklaceTemplate, ItemKind
necklace1, ItemKind
necklace3, ItemKind
necklace4, ItemKind
necklace5, ItemKind
necklace6, ItemKind
necklace7, ItemKind
necklace8, ItemKind
necklace9, ItemKind
necklace10, ItemKind
motionScanner, ItemKind
imageItensifier, ItemKind
sightSharpening, ItemKind
ringTemplate, ItemKind
ring1, ItemKind
ring2, ItemKind
ring3, ItemKind
ring4, ItemKind
ring5, ItemKind
ring6, ItemKind
ring7, ItemKind
ring8, ItemKind
ring9, ItemKind
ring10, ItemKind
armorLeather, ItemKind
armorLeather2, ItemKind
armorMail, ItemKind
meleeEnhancement, ItemKind
spacesuit, ItemKind
spacesuitTorn, ItemKind
gloveFencing, ItemKind
gloveGauntlet, ItemKind
gloveJousting, ItemKind
hatUshanka, ItemKind
capReinforced, ItemKind
helmArmored, ItemKind
heavyBoot, ItemKind
ragTangle, ItemKind
buckler, ItemKind
shield, ItemKind
shield2, ItemKind
shield3, ItemKind
blowtorch, ItemKind
laserSharpener, ItemKind
crowbar, ItemKind
catsPaw, ItemKind
shortClub, ItemKind
longClub, ItemKind
hammerTemplate, ItemKind
hammer1, ItemKind
hammer2, ItemKind
hammer3, ItemKind
hammer4, ItemKind
hammer5, ItemKind
hammerParalyze, ItemKind
hammerSpark, ItemKind
knife, ItemKind
daggerDropBestWeapon, ItemKind
dagger, ItemKind
sword, ItemKind
swordImpress, ItemKind
swordNullify, ItemKind
swordNullifySharp, ItemKind
halberd, ItemKind
oxTongue, ItemKind
halberdPushActor, ItemKind
halberdPushActorSharp, ItemKind
fireAxe, ItemKind
pollaxe, ItemKind
militaryKnife, ItemKind
militaryBaton, ItemKind
cattleProd, ItemKind
grassStitcher, ItemKind
ladiesFork, ItemKind
hoe, ItemKind
spade, ItemKind
treePruner, ItemKind
cleaningPole, ItemKind
staff, ItemKind
pipe, ItemKind
longPole, ItemKind
gemTemplate, ItemKind
gem1, ItemKind
gem2, ItemKind
gem3, ItemKind
gem4, ItemKind
gem5, ItemKind
currencyTemplate, ItemKind
currency, ItemKind
jumpingPole, ItemKind
constructionHooter, ItemKind
wasteContainer, ItemKind
spotlight, ItemKind
seeingItem]
sandstoneRock, steelScrap, needle, dart, spike, spike2, slingStone, slingBullet, needleSleep, paralizingProj, harpoon, harpoon2, harpoon3, net, fragmentationBomb, concussionBomb, flashBomb, firecrackerBomb, flaskEmpty, 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, potion13, potion14, potion15, potion16, scrollTemplate, scroll1, scroll2, scroll3, scroll4, scroll5, scroll6, scroll7, scroll8, scroll9, scroll10, scroll11, scroll12, scroll13, scroll14, scroll15, scroll16, scrollAd1, rawMeatChunk, roastedMeatChunk, ediblePlantTemplate, ediblePlant1, ediblePlant2, ediblePlant3, ediblePlant4, ediblePlant5, ediblePlant6, ediblePlant7, ediblePlant8, cookedPlantTemplate, cookedPlant1, cookedPlant2, cookedPlant3, cookedPlant4, cookedPlant5, cookedPlant6, cookedPlant7, cookedPlant8, light1, lightDoused1, light2, lightDoused2, light3, blanket, chisel, hacksaw, adjustableSpanner, steelFile, honingSteel, whetstone, diagonalPliers, snips, loppers, boltCutter, solderingIron, duckTape, thickCord, gorget, necklaceTemplate, necklace1, necklace3, necklace4, necklace5, necklace6, necklace7, necklace8, necklace9, necklace10, motionScanner, imageItensifier, sightSharpening, ringTemplate, ring1, ring2, ring3, ring4, ring5, ring6, ring7, ring8, ring9, ring10, armorLeather, armorLeather2, armorMail, meleeEnhancement, spacesuit, spacesuitTorn, gloveFencing, gloveGauntlet, gloveJousting, hatUshanka, capReinforced, helmArmored, heavyBoot, ragTangle, buckler, shield, shield2, shield3, blowtorch, laserSharpener, crowbar, catsPaw, shortClub, longClub, hammerTemplate, hammer1, hammer2, hammer3, hammer4, hammer5, hammerParalyze, hammerSpark, knife, daggerDropBestWeapon, dagger, sword, swordImpress, swordNullify, swordNullifySharp, halberd, oxTongue, halberdPushActor, halberdPushActorSharp, fireAxe, pollaxe, militaryKnife, militaryBaton, cattleProd, grassStitcher, ladiesFork, hoe, spade, treePruner, cleaningPole, staff, pipe, longPole, gemTemplate, gem1, gem2, gem3, gem4, gem5, currencyTemplate, currency, jumpingPole, constructionHooter, wasteContainer, spotlight, seeingItem :: 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 = "ceramic foam splinter"
, ifreq :: Freqs ItemKind
ifreq = [ (GroupName ItemKind
S_SANDSTONE_ROCK, 1)
, (GroupName ItemKind
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, 1)]
, iverbHit :: Text
iverbHit = "swat"
, 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 light, irregular lump of ceramic foam used in construction."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = []
}
steelScrap :: ItemKind
steelScrap = ItemKind
sandstoneRock
{ iname :: Text
iname = "steel scrap"
, ifreq :: Freqs ItemKind
ifreq = [ (GroupName ItemKind
STEEL_SCRAP, 1)
, (GroupName ItemKind
UNREPORTED_INVENTORY, 1) ]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
Cyan]
, iverbHit :: Text
iverbHit = "grate"
, idamage :: Dice
idamage = 2 Int -> Int -> Dice
`d` 1
, iweight :: Int
iweight = 700
, idesc :: Text
idesc = " A lump of steel scrap that can be easily bent around and pounded into a wood pole."
}
needle :: ItemKind
needle = $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 = "needle"
, ifreq :: Freqs ItemKind
ifreq = [ (GroupName ItemKind
NEEDLE, 1), (GroupName ItemKind
COMMON_ITEM, 1)
, (GroupName ItemKind
UNREPORTED_INVENTORY, 1) ]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
Blue]
, icount :: Dice
icount = 1 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 8 Int -> Int -> Dice
`d` 3
, irarity :: Rarity
irarity = [(1, 1)]
, iverbHit :: Text
iverbHit = "prick"
, iweight :: Int
iweight = 3
, 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
* 5
, ThrowMod -> Aspect
ToThrow (ThrowMod -> Aspect) -> ThrowMod -> Aspect
forall a b. (a -> b) -> a -> b
$ Int -> Int -> Int -> ThrowMod
ThrowMod 60 100 5
, Flag -> Aspect
SetFlag Flag
Fragile ]
, ieffects :: [Effect]
ieffects = []
, idesc :: Text
idesc = "A long sturdy hypodermic needle ending in a dried out micro-syringe that is easy to break off. It's too thin to cause great harm, but it passes through flesh easily."
, 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 = "billiard ball"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
ANY_ARROW, 50), (GroupName ItemKind
WEAK_ARROW, 50)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
White]
, icount :: Dice
icount = 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
+ 4 Int -> Int -> Dice
`dL` 5
, irarity :: Rarity
irarity = [(1, 25)]
, iverbHit :: Text
iverbHit = "strike"
, iweight :: Int
iweight = 170
, 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 = "Ideal shape, size and weight for throwing."
, 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 = "steak knife"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
ANY_ARROW, 50), (GroupName ItemKind
WEAK_ARROW, 50)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
BrCyan]
, icount :: Dice
icount = 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
+ 3 Int -> Int -> Dice
`dL` 5
, irarity :: Rarity
irarity = [(1, 15), (10, 10)]
, iverbHit :: Text
iverbHit = "nick"
, iweight :: Int
iweight = 100
, 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 GroupName ItemKind
S_SINGLE_SPARK
, Effect -> Effect
OnSmash (GroupName ItemKind -> Effect
Explode GroupName ItemKind
S_SINGLE_SPARK) ]
, idesc :: Text
idesc = "Not durable nor particularly well balanced, but with a laser-sharpened titanium alloy tip and blade."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = []
}
spike2 :: ItemKind
spike2 = ItemKind
spike
{ iname :: Text
iname = "heavy steak knife"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
COMMON_ITEM, 3), (GroupName ItemKind
ANY_ARROW, 1), (GroupName ItemKind
WEAK_ARROW, 1)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
Cyan]
, icount :: Dice
icount = 1 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 5 Int -> Int -> Dice
`dL` 5
, iverbHit :: Text
iverbHit = "penetrate"
, iweight :: Int
iweight = 150
, 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 = "Old, slightly discoloured, probably from a genuine steel. A heavy and surprisingly well balanced prop from a posh restaurant. It won't survive any rough treatment, though."
}
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 = "steel hex nut"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
COMMON_ITEM, 5), (GroupName ItemKind
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 = [(8, 25)]
, iverbHit :: Text
iverbHit = "clobber"
, 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 GroupName ItemKind
S_SINGLE_SPARK
, Effect -> Effect
OnSmash (GroupName ItemKind -> Effect
Explode GroupName ItemKind
S_SINGLE_SPARK) ]
, idesc :: Text
idesc = "A large hexagonal fastening nut; due to its angular shape, securely lodging in the pouch of a makeshift 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 = "bearing ball"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
COMMON_ITEM, 5), (GroupName ItemKind
ANY_ARROW, 100), (GroupName ItemKind
MERCENARY_AMMO, 25)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
BrBlue]
, icount :: Dice
icount = 1 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 6 Int -> Int -> Dice
`dL` 4
, irarity :: Rarity
irarity = [(8, 20)]
, 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
, Flag -> Aspect
SetFlag Flag
Fragile ]
, ieffects :: [Effect]
ieffects = []
, idesc :: Text
idesc = "Small but heavy bearing ball. Thanks to its size and shape, it doesn't snag when released from the makeshift sling's pouch. Minimal friction enables it to pierce through flesh when fast enough initially. Really hard to find once thrown."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = []
}
needleSleep :: ItemKind
needleSleep = $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 = "tranquillizer dart"
, ifreq :: Freqs ItemKind
ifreq = [ (GroupName ItemKind
TRANQUILIZER_DART, 1), (GroupName ItemKind
COMMON_ITEM, 1)
, (GroupName ItemKind
MERCENARY_AMMO, 25) ]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
BrBlue]
, icount :: Dice
icount = 1 Int -> Int -> Dice
`dL` 3
, irarity :: Rarity
irarity = [(1, 1)]
, iverbHit :: Text
iverbHit = "prick"
, iweight :: Int
iweight = 10
, 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
* 5
, Flag -> Aspect
SetFlag Flag
Fragile
, Int -> Aspect
toVelocity 60 ]
, ieffects :: [Effect]
ieffects = [Effect
PutToSleep]
, idesc :: Text
idesc = "A long hypodermic needle ending in a micro-syringe with residues of the sleeping agent."
, 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 = "can"
, ifreq :: Freqs ItemKind
ifreq = [ (GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
CAN_OF_STICKY_FOAM, 1)
, (GroupName ItemKind
MERCENARY_AMMO, 25), (GroupName ItemKind
BONDING_TOOL, 1) ]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
Magenta]
, icount :: Dice
icount = 1 Int -> Int -> Dice
`dL` 4
, irarity :: Rarity
irarity = [(5, 5), (10, 20)]
, iverbHit :: Text
iverbHit = "glue"
, iweight :: Int
iweight = 1000
, idamage :: Dice
idamage = 1 Int -> Int -> Dice
`d` 1
, iaspects :: [Aspect]
iaspects = [ Text -> Aspect
ELabel "of sticky foam"
, 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
, Flag -> Aspect
SetFlag Flag
Lobable, Flag -> Aspect
SetFlag Flag
Fragile
, Int -> Aspect
toVelocity 70 ]
, ieffects :: [Effect]
ieffects = [Dice -> Effect
Paralyze 15, Effect -> Effect
OnSmash (GroupName ItemKind -> Effect
Explode GroupName ItemKind
S_GLUE) ]
, idesc :: Text
idesc = "A can of liquid, fast-setting construction foam. Often used as a glue."
, 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 = [(GroupName ItemKind
COMMON_ITEM, 33), (GroupName ItemKind
HARPOON, 100), (GroupName ItemKind
S_HARPOON_CARGO, 1)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
Brown]
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = [(1, 17)]
, iverbHit :: Text
iverbHit = "hook"
, iweight :: Int
iweight = 1500
, idamage :: Dice
idamage = 5 Int -> Int -> Dice
`d` 1
, iaspects :: [Aspect]
iaspects = [ Dice -> Aspect
Timeout 7
, Skill -> Dice -> Aspect
AddSkill Skill
SkHurtMelee (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
`d` 3) 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
EqpSlotWeaponBig ]
, ieffects :: [Effect]
ieffects = [ThrowMod -> Effect
PullActor (Int -> Int -> Int -> ThrowMod
ThrowMod 200 50 1)]
, idesc :: Text
idesc = "A cargo-hook with a high-tension cord that makes the entangled victim easy to unbalance with a strong pull."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = []
}
harpoon2 :: ItemKind
harpoon2 = ItemKind
harpoon
{ iname :: Text
iname = "sharp harpoon"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
COMMON_ITEM, 1), (GroupName ItemKind
HARPOON, 2), (GroupName ItemKind
S_HARPOON_SHARP, 1)]
, irarity :: Rarity
irarity = [(10, 5)]
, idamage :: Dice
idamage = 8 Int -> Int -> Dice
`d` 1
, idesc :: Text
idesc = "A cord ending in a sharpened cargo-hook that, in addition to entangling the victim, gains purchase biting into the body."
}
harpoon3 :: ItemKind
harpoon3 = ItemKind
harpoon
{ iname :: Text
iname = "The Whaling Harpoon"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
TREASURE, 15), (GroupName ItemKind
MUSEAL, 50)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipFancy [Color
Red]
, irarity :: Rarity
irarity = [(8, 4)]
, idamage :: Dice
idamage = 7 Int -> Int -> Dice
`d` 1
, iaspects :: [Aspect]
iaspects = Flag -> Aspect
SetFlag Flag
Unique Aspect -> [Aspect] -> [Aspect]
forall a. a -> [a] -> [a]
: ItemKind -> [Aspect]
iaspects ItemKind
harpoon
, ieffects :: [Effect]
ieffects = Effect
Yell
Effect -> [Effect] -> [Effect]
forall a. a -> [a] -> [a]
: ItemKind -> [Effect]
ieffects ItemKind
harpoon
, idesc :: Text
idesc = "A display piece harking back to the Earth's oceanic tourism heyday. Surprising sharp for its age. The cruel, barbed head lodges in its victim so painfully that the weakest tug of the rope sends the victim flying."
}
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 = [(GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
MERCENARY_AMMO, 25)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
BrGreen]
, icount :: Dice
icount = 1 Int -> Int -> Dice
`dL` 3
, irarity :: Rarity
irarity = [(5, 7), (9, 9)]
, 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 GroupName ItemKind
S_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 GroupName ItemKind
ARMOR_LOOSE
, ThrowMod -> Effect
SendFlying (Int -> Int -> Int -> ThrowMod
ThrowMod 100 50 1) ]
, idesc :: Text
idesc = "A large synthetic fibre net with weights affixed along the edges. Entangles armor and restricts movement."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = []
}
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 = "hand bomb"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
EXPLOSIVE, 300)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
Red]
, icount :: Dice
icount = 1 Int -> Int -> Dice
`dL` 5
, irarity :: Rarity
irarity = [(5, 10), (10, 5)]
, iverbHit :: Text
iverbHit = "thud"
, iweight :: Int
iweight = 3000
, idamage :: Dice
idamage = 0
, iaspects :: [Aspect]
iaspects = [Flag -> Aspect
SetFlag Flag
Lobable, Flag -> Aspect
SetFlag Flag
Fragile]
, ieffects :: [Effect]
ieffects = [ GroupName ItemKind -> Effect
Explode GroupName ItemKind
S_FOCUSED_FRAGMENTATION
, Effect -> Effect
OnSmash (GroupName ItemKind -> Effect
Explode GroupName ItemKind
S_VIOLENT_FRAGMENTATION) ]
, idesc :: Text
idesc = "Shards of brittle metal packed around an explosive core."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = []
}
concussionBomb :: ItemKind
concussionBomb = ItemKind
fragmentationBomb
{ iname :: Text
iname = "canister"
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
Magenta]
, iverbHit :: Text
iverbHit = "bonk"
, iweight :: Int
iweight = 400
, iaspects :: [Aspect]
iaspects = [ Flag -> Aspect
SetFlag Flag
Lobable, Flag -> Aspect
SetFlag Flag
Fragile
, Int -> Aspect
toVelocity 70 ]
, ieffects :: [Effect]
ieffects = [ GroupName ItemKind -> Effect
Explode GroupName ItemKind
S_FOCUSED_CONCUSSION
, Effect -> Effect
OnSmash (GroupName ItemKind -> Effect
Explode GroupName ItemKind
S_VIOLENT_CONCUSSION) ]
, idesc :: Text
idesc = "Avoid sudden movements."
}
flashBomb :: ItemKind
flashBomb = ItemKind
fragmentationBomb
{ iname :: Text
iname = "powder tube"
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
BrYellow]
, iverbHit :: Text
iverbHit = "flash"
, iweight :: Int
iweight = 400
, iaspects :: [Aspect]
iaspects = [ Flag -> Aspect
SetFlag Flag
Lobable, Flag -> Aspect
SetFlag Flag
Fragile
, Int -> Aspect
toVelocity 70 ]
, ieffects :: [Effect]
ieffects = [GroupName ItemKind -> Effect
Explode GroupName ItemKind
S_FOCUSED_FLASH, Effect -> Effect
OnSmash (GroupName ItemKind -> Effect
Explode GroupName ItemKind
S_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, 8)]
, iverbHit :: Text
iverbHit = "crack"
, iweight :: Int
iweight = 1000
, iaspects :: [Aspect]
iaspects = [Flag -> Aspect
SetFlag Flag
Lobable, Flag -> Aspect
SetFlag Flag
Fragile]
, ieffects :: [Effect]
ieffects = [GroupName ItemKind -> Effect
Explode GroupName ItemKind
S_FIRECRACKER, Effect -> Effect
OnSmash (GroupName ItemKind -> Effect
Explode GroupName ItemKind
S_FIRECRACKER)]
, idesc :: Text
idesc = "String and paper, concealing a deadly surprise."
}
flaskEmpty :: ItemKind
flaskEmpty = ItemKind
flaskTemplate
{ iname :: Text
iname = "empty flask"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
S_EMPTY_FLASK, 1)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipGlassPlain [Color
White]
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = [(1, 8)]
, iverbHit :: Text
iverbHit = "bang"
, iweight :: Int
iweight = 250
, iaspects :: [Aspect]
iaspects = [Flag -> Aspect
SetFlag Flag
Lobable, Flag -> Aspect
SetFlag Flag
Fragile, Int -> Aspect
toVelocity 60]
, idesc :: Text
idesc = "The only redeeming quality of empty flasks is that they can be filled with any liquid."
}
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 = [(GroupName ItemKind
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
`d` 2 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`dL` 3
, irarity :: Rarity
irarity = [(1, 5), (10, 3)]
, iverbHit :: Text
iverbHit = "splash"
, iweight :: Int
iweight = 500
, idamage :: Dice
idamage = 0
, iaspects :: [Aspect]
iaspects = [ GroupName ItemKind -> Aspect
PresentAs GroupName ItemKind
FLASK_UNKNOWN, Flag -> Aspect
SetFlag Flag
Lobable, Flag -> Aspect
SetFlag Flag
Fragile
, Int -> Aspect
toVelocity 60 ]
, 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. Triple dose is not advisable, since the active substance is never without unhealthy side-effects and often dissolved in large volumes of alcohol."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = []
}
flask1 :: ItemKind
flask1 = ItemKind
flaskTemplate
{ ifreq :: Freqs ItemKind
ifreq = [ (GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
ANY_FLASK, 100), (GroupName ItemKind
EXPLOSIVE, 100)
, (GroupName ItemKind
ANY_GLASS, 100) ]
, iaspects :: [Aspect]
iaspects = Text -> Aspect
ELabel "of strength brew"
Aspect -> [Aspect] -> [Aspect]
forall a. a -> [a] -> [a]
: ItemKind -> [Aspect]
iaspects ItemKind
flaskTemplate
, ieffects :: [Effect]
ieffects = [ GroupName ItemKind -> Dice -> Effect
toOrganGood GroupName ItemKind
S_STRENGTHENED (20 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 5)
, Effect -> Effect
OnSmash (GroupName ItemKind -> Effect
Explode GroupName ItemKind
S_DENSE_SHOWER) ]
}
flask2 :: ItemKind
flask2 = ItemKind
flaskTemplate
{ ifreq :: Freqs ItemKind
ifreq = [ (GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
ANY_FLASK, 100), (GroupName ItemKind
EXPLOSIVE, 100)
, (GroupName ItemKind
ANY_GLASS, 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 GroupName ItemKind
S_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 GroupName ItemKind
S_SPARSE_SHOWER) ]
}
flask3 :: ItemKind
flask3 = ItemKind
flaskTemplate
{ ifreq :: Freqs ItemKind
ifreq = [ (GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
ANY_FLASK, 100), (GroupName ItemKind
EXPLOSIVE, 100)
, (GroupName ItemKind
ANY_GLASS, 100), (GroupName ItemKind
OIL_SOURCE, 1) ]
, 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 GroupName ItemKind
S_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 GroupName ItemKind
S_MELEE_PROTECTIVE_BALM) ]
, idesc :: Text
idesc = "A flask of wrestling balm that adheres to the body, but turns into slick oil when hit. Double dose causes twice longer effect."
}
flask4 :: ItemKind
flask4 = ItemKind
flaskTemplate
{ ifreq :: Freqs ItemKind
ifreq = [ (GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
ANY_FLASK, 100), (GroupName ItemKind
EXPLOSIVE, 100)
, (GroupName ItemKind
ANY_GLASS, 100), (GroupName ItemKind
OIL_SOURCE, 1) ]
, 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 GroupName ItemKind
S_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 GroupName ItemKind
S_RANGE_PROTECTIVE_BALM) ]
, idesc :: Text
idesc = "A flask of durable body and fabric ointment. Its nanostructure hardens under stress. Double dose causes twice longer effect."
}
flask5 :: ItemKind
flask5 = ItemKind
flaskTemplate
{ ifreq :: Freqs ItemKind
ifreq = [ (GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
ANY_FLASK, 100), (GroupName ItemKind
EXPLOSIVE, 100)
, (GroupName ItemKind
ANY_GLASS, 100) ]
, iaspects :: [Aspect]
iaspects = Text -> Aspect
ELabel "of fluorescent paint"
Aspect -> [Aspect] -> [Aspect]
forall a. a -> [a] -> [a]
: ItemKind -> [Aspect]
iaspects ItemKind
flaskTemplate
, ieffects :: [Effect]
ieffects = [ GroupName ItemKind -> Dice -> Effect
toOrganBad GroupName ItemKind
S_PAINTED (20 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 5)
, Effect -> Effect
OnSmash (GroupName ItemKind -> Effect
Explode GroupName ItemKind
S_PAINT_DROPLET) ]
}
flask6 :: ItemKind
flask6 = ItemKind
flaskTemplate
{ ifreq :: Freqs ItemKind
ifreq = [ (GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
ANY_FLASK, 100), (GroupName ItemKind
EXPLOSIVE, 100)
, (GroupName ItemKind
ANY_GLASS, 100) ]
, irarity :: Rarity
irarity = [(1, 1)]
, iaspects :: [Aspect]
iaspects = Text -> Aspect
ELabel "of resolution spirit"
Aspect -> [Aspect] -> [Aspect]
forall a. a -> [a] -> [a]
: ItemKind -> [Aspect]
iaspects ItemKind
flaskTemplate
, ieffects :: [Effect]
ieffects = [ GroupName ItemKind -> Dice -> Effect
toOrganGood GroupName ItemKind
S_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 GroupName ItemKind
S_RESOLUTION_DUST) ]
}
flask7 :: ItemKind
flask7 = ItemKind
flaskTemplate
{ ifreq :: Freqs ItemKind
ifreq = [ (GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
ANY_FLASK, 100), (GroupName ItemKind
EXPLOSIVE, 100)
, (GroupName ItemKind
ANY_GLASS, 100) ]
, icount :: Dice
icount = 1 Int -> Int -> Dice
`d` 2
, 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 GroupName ItemKind
S_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 GroupName ItemKind
S_HASTE_SPRAY) ]
}
flask8 :: ItemKind
flask8 = ItemKind
flaskTemplate
{ ifreq :: Freqs ItemKind
ifreq = [ (GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
ANY_FLASK, 100), (GroupName ItemKind
EXPLOSIVE, 100)
, (GroupName ItemKind
ANY_GLASS, 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 GroupName ItemKind
S_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 GroupName ItemKind
S_EYE_DROP) ]
}
flask9 :: ItemKind
flask9 = ItemKind
flaskTemplate
{ ifreq :: Freqs ItemKind
ifreq = [ (GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
ANY_FLASK, 100), (GroupName ItemKind
EXPLOSIVE, 100)
, (GroupName ItemKind
ANY_GLASS, 100), (GroupName ItemKind
FIRE_FIGHTING_ITEM, 1) ]
, 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 GroupName ItemKind
S_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 GroupName ItemKind
S_SMELLY_DROPLET) ]
}
flask10 :: ItemKind
flask10 = ItemKind
flaskTemplate
{ ifreq :: Freqs ItemKind
ifreq = [ (GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
ANY_FLASK, 100), (GroupName ItemKind
EXPLOSIVE, 100)
, (GroupName ItemKind
ANY_GLASS, 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 GroupName ItemKind
S_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 GroupName ItemKind
S_EYE_SHINE) ]
}
flask11 :: ItemKind
flask11 = ItemKind
flaskTemplate
{ iname :: Text
iname = "bottle"
, ifreq :: Freqs ItemKind
ifreq = [ (GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
ANY_FLASK, 100), (GroupName ItemKind
EXPLOSIVE, 100)
, (GroupName ItemKind
ANY_GLASS, 100), (GroupName ItemKind
ALCOHOL, 100), (GroupName ItemKind
FIRE_FIGHTING_ITEM, 2) ]
, icount :: Dice
icount = 1 Int -> Int -> Dice
`d` 2 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 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 GroupName ItemKind
S_DRUNK (20 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 5)
, Dice -> Effect
Burn 10, Int -> Effect
RefillHP 10, Effect
Yell
, Effect -> Effect
OnSmash (GroupName ItemKind -> Effect
Explode GroupName ItemKind
S_WHISKEY_SPRAY) ]
}
flask12 :: ItemKind
flask12 = ItemKind
flaskTemplate
{ ifreq :: Freqs ItemKind
ifreq = [ (GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
ANY_FLASK, 100), (GroupName ItemKind
EXPLOSIVE, 100)
, (GroupName ItemKind
ANY_GLASS, 100), (GroupName ItemKind
WATER_SOURCE, 1) ]
, iaspects :: [Aspect]
iaspects = Text -> Aspect
ELabel "of bait and switch"
Aspect -> [Aspect] -> [Aspect]
forall a. a -> [a] -> [a]
: ItemKind -> [Aspect]
iaspects ItemKind
flaskTemplate
, ieffects :: [Effect]
ieffects = [ GroupName ItemKind -> Dice -> Effect
Summon GroupName ItemKind
MOBILE_ANIMAL 1
, Dice -> Effect
Teleport 7
, Effect -> Effect
OnSmash (GroupName ItemKind -> Dice -> Effect
Summon GroupName ItemKind
MOBILE_ANIMAL 1)
, Effect -> Effect
OnSmash Effect
Impress
, Effect -> Effect
OnSmash (GroupName ItemKind -> Effect
Explode GroupName ItemKind
S_WASTE) ]
}
flask13 :: ItemKind
flask13 = ItemKind
flaskTemplate
{ ifreq :: Freqs ItemKind
ifreq = [ (GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
ANY_FLASK, 100), (GroupName ItemKind
EXPLOSIVE, 100)
, (GroupName ItemKind
ANY_GLASS, 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 GroupName ItemKind
S_POISONED, GroupName ItemKind -> Effect
toOrganNoTimer GroupName ItemKind
S_POISONED
, Effect -> Effect
OnSmash (GroupName ItemKind -> Effect
Explode GroupName ItemKind
S_POISON_CLOUD) ]
}
flask14 :: ItemKind
flask14 = ItemKind
flaskTemplate
{ ifreq :: Freqs ItemKind
ifreq = [ (GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
ANY_FLASK, 100), (GroupName ItemKind
EXPLOSIVE, 100)
, (GroupName ItemKind
ANY_GLASS, 100) ]
, iaspects :: [Aspect]
iaspects = Text -> Aspect
ELabel "of calamity mixture"
Aspect -> [Aspect] -> [Aspect]
forall a. a -> [a] -> [a]
: ItemKind -> [Aspect]
iaspects ItemKind
flaskTemplate
, ieffects :: [Effect]
ieffects = [ GroupName ItemKind -> Effect
toOrganNoTimer GroupName ItemKind
S_POISONED
, GroupName ItemKind -> Dice -> Effect
toOrganBad GroupName ItemKind
S_WEAKENED (20 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 5)
, GroupName ItemKind -> Dice -> Effect
toOrganBad GroupName ItemKind
S_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 GroupName ItemKind
S_GLASS_HAIL) ]
}
flask15 :: ItemKind
flask15 = ItemKind
flaskTemplate
{ iname :: Text
iname = "cartridge"
, ifreq :: Freqs ItemKind
ifreq = [ (GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
ANY_FLASK, 100), (GroupName ItemKind
EXPLOSIVE, 100)
, (GroupName ItemKind
ANY_GLASS, 100), (GroupName ItemKind
LIQUID_NITROGEN, 1), (GroupName ItemKind
COLD_SOURCE, 1)
, (GroupName ItemKind
FIRE_FIGHTING_ITEM, 40) ]
, irarity :: Rarity
irarity = [(1, 3)]
, iaspects :: [Aspect]
iaspects = Text -> Aspect
ELabel "of liquid nitrogen"
Aspect -> [Aspect] -> [Aspect]
forall a. a -> [a] -> [a]
: ItemKind -> [Aspect]
iaspects ItemKind
flaskTemplate
, ieffects :: [Effect]
ieffects = [ Dice -> Effect
Burn 1
, GroupName ItemKind -> Dice -> Effect
toOrganBad GroupName ItemKind
S_SLOWED (3 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 3)
, Effect -> Effect
OnSmash (GroupName ItemKind -> Effect
Explode GroupName ItemKind
S_FOCUSED_SLOWNESS_MIST) ]
}
flask16 :: ItemKind
flask16 = ItemKind
flaskTemplate
{ ifreq :: Freqs ItemKind
ifreq = [ (GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
S_ROSE_WATER_FLASK, 1)
, (GroupName ItemKind
ANY_FLASK, 100), (GroupName ItemKind
EXPLOSIVE, 100), (GroupName ItemKind
ANY_GLASS, 100) ]
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = [(1, 3)]
, iaspects :: [Aspect]
iaspects = Text -> Aspect
ELabel "of rose water"
Aspect -> [Aspect] -> [Aspect]
forall a. a -> [a] -> [a]
: ItemKind -> [Aspect]
iaspects ItemKind
flaskTemplate
, ieffects :: [Effect]
ieffects = [ Effect
Impress, GroupName ItemKind -> Dice -> Effect
toOrganGood GroupName ItemKind
S_ROSE_SMELLING (100 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 GroupName ItemKind
S_FRAGRANCE) ]
}
flask17 :: ItemKind
flask17 = ItemKind
flaskTemplate
{ iname :: Text
iname = "galon"
, ifreq :: Freqs ItemKind
ifreq = [ (GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
S_WATER_FLASK, 1)
, (GroupName ItemKind
ANY_FLASK, 100), (GroupName ItemKind
ANY_GLASS, 100), (GroupName ItemKind
WATER_SOURCE, 1)
, (GroupName ItemKind
FIRE_FIGHTING_ITEM, 2) ]
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = [(1, 1)]
, iaspects :: [Aspect]
iaspects = Text -> Aspect
ELabel "of water"
Aspect -> [Aspect] -> [Aspect]
forall a. a -> [a] -> [a]
: ItemKind -> [Aspect]
iaspects ItemKind
flaskTemplate
}
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 = "vial"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
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
PresentAs GroupName ItemKind
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 medicine that nature has to offer for wounds, ailments and mood swings."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = []
}
potion1 :: ItemKind
potion1 = ItemKind
potionTemplate
{ ifreq :: Freqs ItemKind
ifreq = [ (GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
S_PERFUME_POTION, 1)
, (GroupName ItemKind
ANY_POTION, 100), (GroupName ItemKind
ANY_GLASS, 100), (GroupName ItemKind
PERFUME, 1) ]
, icount :: Dice
icount = 3 Int -> Int -> Dice
`dL` 1
, iaspects :: [Aspect]
iaspects = Text -> Aspect
ELabel "of perfume"
Aspect -> [Aspect] -> [Aspect]
forall a. a -> [a] -> [a]
: ItemKind -> [Aspect]
iaspects ItemKind
potionTemplate
, ieffects :: [Effect]
ieffects = [ Effect
Impress, GroupName ItemKind -> Dice -> Effect
toOrganGood GroupName ItemKind
S_ROSE_SMELLING (50 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 10)
, Effect -> Effect
OnSmash Effect
ApplyPerfume, Effect -> Effect
OnSmash (GroupName ItemKind -> Effect
Explode GroupName ItemKind
S_FRAGRANCE) ]
}
potion2 :: ItemKind
potion2 = ItemKind
potionTemplate
{ iname :: Text
iname = "the Vial"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
CRAWL_ITEM, 100), (GroupName ItemKind
ANY_GLASS, 50)]
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = [(5, 6), (10, 2)]
, 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 GroupName ItemKind
S_HASTED (20 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 5)
, Int -> Dice -> Effect
Recharge 20 999
, Effect -> Effect
OnSmash (GroupName ItemKind -> Effect
Explode GroupName ItemKind
S_PHEROMONE)
, Effect -> Effect
OnSmash (GroupName ItemKind -> Effect
Explode GroupName ItemKind
S_HASTE_SPRAY) ]
, idesc :: Text
idesc = "The liquid fizzes with energy."
}
potion3 :: ItemKind
potion3 = ItemKind
potionTemplate
{ ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
ANY_POTION, 100), (GroupName ItemKind
ANY_GLASS, 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 GroupName ItemKind
S_POISONED
, Effect -> Effect
OnSmash (GroupName ItemKind -> Effect
Explode GroupName ItemKind
S_HEALING_MIST) ]
}
potion4 :: ItemKind
potion4 = ItemKind
potionTemplate
{ ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
ANY_POTION, 100), (GroupName ItemKind
ANY_GLASS, 100)]
, irarity :: Rarity
irarity = [(1, 5), (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 GroupName ItemKind
CONDITION
, Effect -> Effect
OnSmash (GroupName ItemKind -> Effect
Explode GroupName ItemKind
S_HEALING_MIST_2) ]
}
potion5 :: ItemKind
potion5 = ItemKind
potionTemplate
{ iname :: Text
iname = "ampoule"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
ANY_POTION, 100), (GroupName ItemKind
ANY_GLASS, 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 GroupName ItemKind
CONDITION
, Effect -> Effect
OnSmash (GroupName ItemKind -> Effect
Explode GroupName ItemKind
S_VIOLENT_CONCUSSION) ]
}
potion6 :: ItemKind
potion6 = ItemKind
potionTemplate
{ ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
ANY_POTION, 100), (GroupName ItemKind
ANY_GLASS, 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 GroupName ItemKind
S_POISONED
, GroupName ItemKind -> Dice -> Effect
toOrganGood GroupName ItemKind
S_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 GroupName ItemKind
S_DENSE_SHOWER
, GroupName ItemKind -> Effect
Explode GroupName ItemKind
S_SPARSE_SHOWER
, GroupName ItemKind -> Effect
Explode GroupName ItemKind
S_MELEE_PROTECTIVE_BALM
, GroupName ItemKind -> Effect
Explode GroupName ItemKind
S_RANGE_PROTECTIVE_BALM
, GroupName ItemKind -> Effect
Explode GroupName ItemKind
S_DEFENSELESSNESS_RUNOUT ]) ]
}
potion7 :: ItemKind
potion7 = ItemKind
potionTemplate
{ ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
ANY_POTION, 100), (GroupName ItemKind
ANY_GLASS, 100)]
, icount :: Dice
icount = 3 Int -> Int -> Dice
`dL` 1
, irarity :: Rarity
irarity = [(10, 12)]
, 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 GroupName ItemKind
S_POISONED
, GroupName ItemKind -> Dice -> Effect
toOrganGood GroupName ItemKind
S_HASTED (20 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 5)
, GroupName ItemKind -> Dice -> Effect
toOrganBad GroupName ItemKind
S_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 GroupName ItemKind
S_HEALING_MIST_2
, GroupName ItemKind -> Effect
Explode GroupName ItemKind
S_WOUNDING_MIST
, GroupName ItemKind -> Effect
Explode GroupName ItemKind
S_DISTRESSING_ODOR
, GroupName ItemKind -> Effect
Explode (GroupName ItemKind -> Effect) -> GroupName ItemKind -> Effect
forall a b. (a -> b) -> a -> b
$ GroupName ItemKind -> GroupName ItemKind
blastNoStatOf GroupName ItemKind
S_IMPATIENT
, GroupName ItemKind -> Effect
Explode GroupName ItemKind
S_HASTE_SPRAY
, GroupName ItemKind -> Effect
Explode GroupName ItemKind
S_VIOLENT_SLOWNESS_MIST
, GroupName ItemKind -> Effect
Explode GroupName ItemKind
S_FRAGRANCE
, GroupName ItemKind -> Effect
Explode GroupName ItemKind
S_VIOLENT_FLASH ]) ]
}
potion8 :: ItemKind
potion8 = ItemKind
potionTemplate
{ iname :: Text
iname = "the Vial"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
CRAWL_ITEM, 100), (GroupName ItemKind
ANY_GLASS, 50)]
, 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 GroupName ItemKind
S_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 GroupName ItemKind
S_HEALING_MIST_2)
, Effect -> Effect
OnSmash (GroupName ItemKind -> Effect
Explode GroupName ItemKind
S_DISTRESSING_ODOR) ]
, idesc :: Text
idesc = "Perplexing swirls of intense, compelling colour."
}
potion9 :: ItemKind
potion9 = ItemKind
potionTemplate
{ ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
ANY_POTION, 100), (GroupName ItemKind
ANY_GLASS, 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 GroupName ItemKind
S_MORE_PROJECTING (40 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 10)
, GroupName ItemKind -> Dice -> Effect
toOrganBad GroupName ItemKind
S_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 (GroupName ItemKind -> Effect) -> GroupName ItemKind -> Effect
forall a b. (a -> b) -> a -> b
$ GroupName ItemKind -> GroupName ItemKind
blastBonusStatOf GroupName ItemKind
S_MORE_PROJECTING)
, Effect -> Effect
OnSmash (GroupName ItemKind -> Effect
Explode (GroupName ItemKind -> Effect) -> GroupName ItemKind -> Effect
forall a b. (a -> b) -> a -> b
$ GroupName ItemKind -> GroupName ItemKind
blastNoStatOf GroupName ItemKind
S_PACIFIED) ]
, idesc :: Text
idesc = "Thick, sluggish fluid with violently-bursting bubbles."
}
potion10 :: ItemKind
potion10 = ItemKind
potionTemplate
{ ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
ANY_POTION, 100), (GroupName ItemKind
ANY_GLASS, 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 GroupName ItemKind
S_STRENGTHENED (20 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 5)
, GroupName ItemKind -> Dice -> Effect
toOrganBad GroupName ItemKind
S_RETAINING (5 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 3)
, GroupName ItemKind -> Dice -> Effect
toOrganBad GroupName ItemKind
S_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 GroupName ItemKind
S_DENSE_SHOWER)
, Effect -> Effect
OnSmash (GroupName ItemKind -> Effect
Explode (GroupName ItemKind -> Effect) -> GroupName ItemKind -> Effect
forall a b. (a -> b) -> a -> b
$ GroupName ItemKind -> GroupName ItemKind
blastNoStatOf GroupName ItemKind
S_RETAINING)
, Effect -> Effect
OnSmash (GroupName ItemKind -> Effect
Explode (GroupName ItemKind -> Effect) -> GroupName ItemKind -> Effect
forall a b. (a -> b) -> a -> b
$ GroupName ItemKind -> GroupName ItemKind
blastNoStatOf GroupName ItemKind
S_RETAINING) ]
}
potion11 :: ItemKind
potion11 = ItemKind
potionTemplate
{ ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
ANY_POTION, 100), (GroupName ItemKind
ANY_GLASS, 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 (-60)
, GroupName ItemKind -> Dice -> Effect
toOrganGood GroupName ItemKind
S_HASTED (20 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 5)
, GroupName ItemKind -> Dice -> Effect
toOrganBad GroupName ItemKind
S_WEAKENED (20 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 5)
, GroupName ItemKind -> Dice -> Effect
toOrganBad GroupName ItemKind
S_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 GroupName ItemKind
S_HASTE_SPRAY)
, Effect -> Effect
OnSmash (GroupName ItemKind -> Effect
Explode GroupName ItemKind
S_SPARSE_SHOWER)
, Effect -> Effect
OnSmash (GroupName ItemKind -> Effect
Explode (GroupName ItemKind -> Effect) -> GroupName ItemKind -> Effect
forall a b. (a -> b) -> a -> b
$ GroupName ItemKind -> GroupName ItemKind
blastNoStatOf GroupName ItemKind
S_WITHHOLDING) ]
}
potion12 :: ItemKind
potion12 = ItemKind
potionTemplate
{ ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
ANY_POTION, 100), (GroupName ItemKind
ANY_GLASS, 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 GroupName ItemKind
S_HASTED (20 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 5)
, Int -> Dice -> Effect
Discharge 3 40
, GroupName ItemKind -> Dice -> Effect
toOrganBad GroupName ItemKind
S_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 GroupName ItemKind
S_HASTE_SPRAY)
, Effect -> Effect
OnSmash (GroupName ItemKind -> Effect
Explode GroupName ItemKind
S_IRON_FILING)
, Effect -> Effect
OnSmash (GroupName ItemKind -> Effect
Explode (GroupName ItemKind -> Effect) -> GroupName ItemKind -> Effect
forall a b. (a -> b) -> a -> b
$ GroupName ItemKind -> GroupName ItemKind
blastNoStatOf GroupName ItemKind
S_IMMOBILE) ]
}
potion13 :: ItemKind
potion13 = ItemKind
potionTemplate
{ ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
ANY_POTION, 100), (GroupName ItemKind
ANY_GLASS, 100)]
, irarity :: Rarity
irarity = [(10, 7)]
, iaspects :: [Aspect]
iaspects = Text -> Aspect
ELabel "of slow resistance"
Aspect -> [Aspect] -> [Aspect]
forall a. a -> [a] -> [a]
: ItemKind -> [Aspect]
iaspects ItemKind
potionTemplate
, ieffects :: [Effect]
ieffects = [ GroupName ItemKind -> Effect
toOrganNoTimer GroupName ItemKind
S_SLOW_RESISTANT
, Effect -> Effect
OnSmash (GroupName ItemKind -> Effect
Explode GroupName ItemKind
S_ANTI_SLOW_MIST) ]
}
potion14 :: ItemKind
potion14 = ItemKind
potionTemplate
{ ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
ANY_POTION, 100), (GroupName ItemKind
ANY_GLASS, 100)]
, irarity :: Rarity
irarity = [(10, 7)]
, iaspects :: [Aspect]
iaspects = Text -> Aspect
ELabel "of poison resistance"
Aspect -> [Aspect] -> [Aspect]
forall a. a -> [a] -> [a]
: ItemKind -> [Aspect]
iaspects ItemKind
potionTemplate
, ieffects :: [Effect]
ieffects = [ GroupName ItemKind -> Effect
toOrganNoTimer GroupName ItemKind
S_POISON_RESISTANT
, Effect -> Effect
OnSmash (GroupName ItemKind -> Effect
Explode GroupName ItemKind
S_ANTIDOTE_MIST) ]
}
potion15 :: ItemKind
potion15 = ItemKind
potionTemplate
{ ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
ANY_POTION, 100), (GroupName ItemKind
ANY_GLASS, 100)]
, icount :: Dice
icount = 1 Int -> Int -> Dice
`dL` 5
, irarity :: Rarity
irarity = [(1, 2), (10, 12)]
, iaspects :: [Aspect]
iaspects = Text -> Aspect
ELabel "of regeneration"
Aspect -> [Aspect] -> [Aspect]
forall a. a -> [a] -> [a]
: ItemKind -> [Aspect]
iaspects ItemKind
potionTemplate
, ieffects :: [Effect]
ieffects = [ GroupName ItemKind -> Dice -> Effect
toOrganGood GroupName ItemKind
S_ROSE_SMELLING (80 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 20)
, GroupName ItemKind -> Effect
toOrganNoTimer GroupName ItemKind
S_REGENERATING
, GroupName ItemKind -> Effect
toOrganNoTimer GroupName ItemKind
S_REGENERATING
, Effect -> Effect
OnSmash (GroupName ItemKind -> Effect
Explode GroupName ItemKind
S_YOUTH_SPRINKLE) ]
}
potion16 :: ItemKind
potion16 = ItemKind
potionTemplate
{ ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
CRAWL_ITEM, 100), (GroupName ItemKind
ANY_POTION, 50)]
, icount :: Dice
icount = 1 Int -> Int -> Dice
`dL` 2
, irarity :: Rarity
irarity = [(1, 1), (10, 6)]
, iaspects :: [Aspect]
iaspects = Text -> Aspect
ELabel "of melee deflection"
Aspect -> [Aspect] -> [Aspect]
forall a. a -> [a] -> [a]
: ItemKind -> [Aspect]
iaspects ItemKind
potionTemplate
, ieffects :: [Effect]
ieffects = [ GroupName ItemKind -> Dice -> Effect
toOrganGood GroupName ItemKind
S_MELEE_DEFLECTING 2
, Effect -> Effect
OnSmash (GroupName ItemKind -> Effect
Explode GroupName ItemKind
S_HASTE_SPRAY) ]
}
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 = "chip"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
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, 12), (10, 6)]
, iverbHit :: Text
iverbHit = "thump"
, iweight :: Int
iweight = 20
, idamage :: Dice
idamage = 0
, iaspects :: [Aspect]
iaspects = [ GroupName ItemKind -> Aspect
PresentAs GroupName ItemKind
SCROLL_UNKNOWN
, Int -> Aspect
toVelocity 30 ]
, ieffects :: [Effect]
ieffects = []
, idesc :: Text
idesc = "A generic, disposable chip, capable of a one-time holo-display. Some of these also contain a one-time password authorizing a particular spaceship's infrastructure transition. Nobody knows how the infrastructure might respond after so many years."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = []
}
scroll1 :: ItemKind
scroll1 = ItemKind
scrollTemplate
{ iname :: Text
iname = "the Chip"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
CRAWL_ITEM, 100), (GroupName ItemKind
ANY_SCROLL, 75)]
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = [(5, 10), (10, 7)]
, 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 GroupName ItemKind
HERO 1, GroupName ItemKind -> Dice -> Effect
Summon GroupName ItemKind
MOBILE_ANIMAL (2 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 2)]
, idesc :: Text
idesc = "This industrial, wide-spectrum alarm broadcaster, if over-amped for a single powerful blast, should be able to cut through the interference and reach any lost crew members, giving them enough positional information to locate us."
}
scroll2 :: ItemKind
scroll2 = ItemKind
scrollTemplate
{ ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
CRAWL_ITEM, 100), (GroupName ItemKind
ANY_SCROLL, 100)]
, irarity :: Rarity
irarity = [(3, 7)]
, ieffects :: [Effect]
ieffects = [Bool -> Effect
Ascend Bool
True]
}
scroll3 :: ItemKind
scroll3 = ItemKind
scrollTemplate
{ ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
ANY_SCROLL, 100)]
, icount :: Dice
icount = 3 Int -> Int -> Dice
`dL` 1
, irarity :: Rarity
irarity = [(1, 15)]
, ieffects :: [Effect]
ieffects = [[Effect] -> Effect
OneOf [ Dice -> Effect
Paralyze 10, Dice -> Effect
InsertMove 30, Int -> Dice -> Effect
Recharge 5 999
, DetectKind -> Int -> Effect
Detect DetectKind
DetectEmbed 20, DetectKind -> Int -> Effect
Detect DetectKind
DetectHidden 20 ]]
}
scroll4 :: ItemKind
scroll4 = ItemKind
scrollTemplate
{ ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
ANY_SCROLL, 100)]
, icount :: Dice
icount = 3 Int -> Int -> Dice
`dL` 1
, irarity :: Rarity
irarity = [(10, 15)]
, ieffects :: [Effect]
ieffects = [ Effect
Impress
, [Effect] -> Effect
OneOf [ Dice -> Effect
Teleport 20, Bool -> Effect
Ascend Bool
False, Bool -> Effect
Ascend Bool
True
, [Effect] -> Effect
OneOf [GroupName ItemKind -> Dice -> Effect
Summon GroupName ItemKind
HERO 1, GroupName ItemKind -> Dice -> Effect
Summon GroupName ItemKind
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
, Maybe Int -> CStore -> GroupName ItemKind -> TimerDice -> Effect
CreateItem Maybe Int
forall a. Maybe a
Nothing CStore
CGround GroupName ItemKind
COMMON_ITEM TimerDice
timerNone ] ]
}
scroll5 :: ItemKind
scroll5 = ItemKind
scrollTemplate
{ ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
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 = [(GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
ANY_SCROLL, 100)]
, ieffects :: [Effect]
ieffects = [ThrowMod -> Effect
PullActor (Int -> Int -> Int -> ThrowMod
ThrowMod 800 75 1)]
}
scroll7 :: ItemKind
scroll7 = ItemKind
scrollTemplate
{ iname :: Text
iname = "the Chip"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
CRAWL_ITEM, 100), (GroupName ItemKind
ANY_SCROLL, 75)]
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = [(10, 5)]
, iaspects :: [Aspect]
iaspects = [Flag -> Aspect
SetFlag Flag
Unique, Text -> Aspect
ELabel "of Skeleton Key"]
[Aspect] -> [Aspect] -> [Aspect]
forall a. [a] -> [a] -> [a]
++ ItemKind -> [Aspect]
iaspects ItemKind
scrollTemplate
, ieffects :: [Effect]
ieffects = [GroupName ItemKind -> Dice -> Effect
Summon GroupName ItemKind
HERO 1]
, idesc :: Text
idesc = "This is a security lock chip that opens all doors in the area, including the hatch to a nearby closet, resounding from the blows of, as it turns out, one of our lost crew members."
}
scroll8 :: ItemKind
scroll8 = ItemKind
scrollTemplate
{ ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
ANY_SCROLL, 100)]
, irarity :: Rarity
irarity = [(10, 12)]
, ieffects :: [Effect]
ieffects = [DetectKind -> Int -> Effect
Detect DetectKind
DetectAll 20]
}
scroll9 :: ItemKind
scroll9 = ItemKind
scrollTemplate
{ ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
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]
}
scroll10 :: ItemKind
scroll10 = ItemKind
scrollTemplate
{ ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
ANY_SCROLL, 100)]
, iaspects :: [Aspect]
iaspects = Text -> Aspect
ELabel "of logistics tracking"
Aspect -> [Aspect] -> [Aspect]
forall a. a -> [a] -> [a]
: ItemKind -> [Aspect]
iaspects ItemKind
scrollTemplate
, ieffects :: [Effect]
ieffects = [DetectKind -> Int -> Effect
Detect DetectKind
DetectStash 100]
}
scroll11 :: ItemKind
scroll11 = ItemKind
scrollTemplate
{ ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
ANY_SCROLL, 100)]
, ieffects :: [Effect]
ieffects = [Int -> Dice -> Effect
Discharge 3 40]
}
scroll12 :: ItemKind
scroll12 = ItemKind
scrollTemplate
{ ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
ANY_SCROLL, 100)]
, irarity :: Rarity
irarity = [(10, 14)]
, ieffects :: [Effect]
ieffects = [Int -> Dice -> Effect
Recharge 20 999]
}
scroll13 :: ItemKind
scroll13 = ItemKind
scrollTemplate
{ ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
ANY_SCROLL, 100)]
, icount :: Dice
icount = 3 Int -> Int -> Dice
`dL` 1
, irarity :: Rarity
irarity = [(1, 18)]
, 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
Identify Effect -> Effect -> Effect
`AndEffect` Int -> Effect
RefillCalm 10]
, idesc :: Text
idesc = "The most pressing existential concerns are met with a deeply satisfying scientific answer."
}
scroll14 :: ItemKind
scroll14 = ItemKind
scrollTemplate
{ ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
ANY_SCROLL, 100)]
, irarity :: Rarity
irarity = [(10, 20)]
, iaspects :: [Aspect]
iaspects = Text -> Aspect
ELabel "of molecular reconfiguration"
Aspect -> [Aspect] -> [Aspect]
forall a. a -> [a] -> [a]
: ItemKind -> [Aspect]
iaspects ItemKind
scrollTemplate
, ieffects :: [Effect]
ieffects = [Effect
PolyItem Effect -> Effect -> Effect
`AndEffect` GroupName ItemKind -> Effect
Explode GroupName ItemKind
S_FIRECRACKER]
}
scroll15 :: ItemKind
scroll15 = ItemKind
scrollTemplate
{ ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
ANY_SCROLL, 100)]
, irarity :: Rarity
irarity = [(8, 22)]
, iaspects :: [Aspect]
iaspects = Text -> Aspect
ELabel "of surface reconfiguration"
Aspect -> [Aspect] -> [Aspect]
forall a. a -> [a] -> [a]
: ItemKind -> [Aspect]
iaspects ItemKind
scrollTemplate
, ieffects :: [Effect]
ieffects = [Effect
RerollItem]
}
scroll16 :: ItemKind
scroll16 = ItemKind
scrollTemplate
{ ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
ANY_SCROLL, 100)]
, irarity :: Rarity
irarity = [(8, 18)]
, iaspects :: [Aspect]
iaspects = Text -> Aspect
ELabel "of molecular duplication"
Aspect -> [Aspect] -> [Aspect]
forall a. a -> [a] -> [a]
: ItemKind -> [Aspect]
iaspects ItemKind
scrollTemplate
, ieffects :: [Effect]
ieffects = [Effect
DupItem]
}
scrollAd1 :: ItemKind
scrollAd1 = ItemKind
scrollTemplate
{ ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
ANY_SCROLL, 100)]
, irarity :: Rarity
irarity = [(1, 3)]
, iaspects :: [Aspect]
iaspects = Text -> Aspect
ELabel "of tourist guide"
Aspect -> [Aspect] -> [Aspect]
forall a. a -> [a] -> [a]
: ItemKind -> [Aspect]
iaspects ItemKind
scrollTemplate
, ieffects :: [Effect]
ieffects = [ Effect
Impress
, GroupName ItemKind -> Dice -> Effect
toOrganGood GroupName ItemKind
S_RESOLUTE (500 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 200)
, GroupName ItemKind -> Effect
Explode GroupName ItemKind
S_RHINO_HOLOGRAM
, DetectKind -> Int -> Effect
Detect DetectKind
DetectLoot 5 ]
, idesc :: Text
idesc = "Biodegradable self-powered mini-projector displaying holographic ads and shopping hints."
}
rawMeatChunk :: ItemKind
rawMeatChunk = $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 = "raw meat chunk"
, ifreq :: Freqs ItemKind
ifreq = [ (GroupName ItemKind
RAW_MEAT_CHUNK, 100), (GroupName ItemKind
COMMON_ITEM, 1)
, (GroupName ItemKind
UNREPORTED_INVENTORY, 1) ]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
Red]
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = [(1, 1)]
, iverbHit :: Text
iverbHit = "slap"
, iweight :: Int
iweight = 1000
, idamage :: Dice
idamage = 0
, iaspects :: [Aspect]
iaspects = [Int -> Aspect
toVelocity 50]
, ieffects :: [Effect]
ieffects = [Int -> Int -> CStore -> GroupName ItemKind -> Effect
DropItem Int
forall a. Bounded a => a
maxBound 1 CStore
COrgan GroupName ItemKind
S_HUNGRY]
, idesc :: Text
idesc = "A scrap of edible animal meat. Not very tasty nor nourishing. Cooking would make it more palatable."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = []
}
roastedMeatChunk :: ItemKind
roastedMeatChunk = ItemKind
rawMeatChunk
{ iname :: Text
iname = "roasted meat chunk"
, ifreq :: Freqs ItemKind
ifreq = [ (GroupName ItemKind
ROASTED_MEAT_CHUNK, 100), (GroupName ItemKind
COOKED_FOOD, 60)
, (GroupName ItemKind
COMMON_ITEM, 1) ]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
Brown]
, ieffects :: [Effect]
ieffects = [Int -> Int -> CStore -> GroupName ItemKind -> Effect
DropItem Int
forall a. Bounded a => a
maxBound 3 CStore
COrgan GroupName ItemKind
S_HUNGRY]
, idesc :: Text
idesc = "Delicious and filling chunk of meat. The thermal processing released flavour and made it easier to digest."
}
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 = [(GroupName ItemKind
EDIBLE_PLANT_UNKNOWN, 1)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipFancy [Color]
stdCol
, icount :: Dice
icount = 1 Int -> Int -> Dice
`dL` 5
, irarity :: Rarity
irarity = [(1, 3), (10, 2)]
, iverbHit :: Text
iverbHit = "thump"
, iweight :: Int
iweight = 300
, idamage :: Dice
idamage = 0
, iaspects :: [Aspect]
iaspects = [ GroupName ItemKind -> Aspect
PresentAs GroupName ItemKind
EDIBLE_PLANT_UNKNOWN
, Int -> Aspect
toVelocity 30 ]
, ieffects :: [Effect]
ieffects = []
, idesc :: Text
idesc = "Withered but fragrant bits of a colorful plant. Taste tolerably. Doesn't break down that easily in its raw form, without cooking. Only eating may reveal the full effects."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = []
}
ediblePlant1 :: ItemKind
ediblePlant1 = ItemKind
ediblePlantTemplate
{ iname :: Text
iname = "enhanced berry"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
S_ENCHANCED_BERRY, 1), (GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
EDIBLE_PLANT, 100)]
, ieffects :: [Effect]
ieffects = [ Int -> Effect
RefillHP 1, GroupName ItemKind -> Dice -> Effect
toOrganBad GroupName ItemKind
S_IMMOBILE (5 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 5)
, Int -> Int -> CStore -> GroupName ItemKind -> Effect
DropItem Int
forall a. Bounded a => a
maxBound 1 CStore
COrgan GroupName ItemKind
S_HUNGRY ]
}
ediblePlant2 :: ItemKind
ediblePlant2 = ItemKind
ediblePlantTemplate
{ iname :: Text
iname = "frayed fungus"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
S_FRAYED_FUNGUS, 1), (GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
EDIBLE_PLANT, 100)]
, ieffects :: [Effect]
ieffects = [GroupName ItemKind -> Effect
toOrganNoTimer GroupName ItemKind
S_POISONED]
}
ediblePlant3 :: ItemKind
ediblePlant3 = ItemKind
ediblePlantTemplate
{ iname :: Text
iname = "thick leaf"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
S_THIC_LEAF, 1), (GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
EDIBLE_PLANT, 100)]
, ieffects :: [Effect]
ieffects = [ Int -> Int -> CStore -> GroupName ItemKind -> Effect
DropItem 1 Int
forall a. Bounded a => a
maxBound CStore
COrgan GroupName ItemKind
S_POISONED
, Int -> Int -> CStore -> GroupName ItemKind -> Effect
DropItem Int
forall a. Bounded a => a
maxBound 2 CStore
COrgan GroupName ItemKind
S_HUNGRY ]
}
ediblePlant4 :: ItemKind
ediblePlant4 = ItemKind
ediblePlantTemplate
{ iname :: Text
iname = "reconfigured fruit"
, ifreq :: Freqs ItemKind
ifreq = [ (GroupName ItemKind
S_RECONFIGURED_FRUIT, 1), (GroupName ItemKind
COMMON_ITEM, 100)
, (GroupName ItemKind
EDIBLE_PLANT, 100) ]
, ieffects :: [Effect]
ieffects = [ GroupName ItemKind -> Dice -> Effect
toOrganBad GroupName ItemKind
S_BLIND (10 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 10)
, Int -> Int -> CStore -> GroupName ItemKind -> Effect
DropItem Int
forall a. Bounded a => a
maxBound 3 CStore
COrgan GroupName ItemKind
S_HUNGRY ]
}
ediblePlant5 :: ItemKind
ediblePlant5 = ItemKind
ediblePlantTemplate
{ iname :: Text
iname = "fragrant herb"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
S_FRAGRANT_HERB, 1), (GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
EDIBLE_PLANT, 100)]
, icount :: Dice
icount = 1 Int -> Int -> Dice
`dL` 9
, irarity :: Rarity
irarity = [(1, 3)]
, 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 GroupName ItemKind
S_SLOWED (20 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 5)
, GroupName ItemKind -> Effect
toOrganNoTimer GroupName ItemKind
S_REGENERATING
, GroupName ItemKind -> Effect
toOrganNoTimer GroupName ItemKind
S_REGENERATING
, Int -> Effect
RefillCalm 5 ]
}
ediblePlant6 :: ItemKind
ediblePlant6 = ItemKind
ediblePlantTemplate
{ iname :: Text
iname = "dull flower"
, ifreq :: Freqs ItemKind
ifreq = [ (GroupName ItemKind
S_DULL_FLOWER, 1), (GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
EDIBLE_PLANT, 100)
, (GroupName ItemKind
PERFUME, 1) ]
, ieffects :: [Effect]
ieffects = [ Effect
PutToSleep
, Int -> Int -> CStore -> GroupName ItemKind -> Effect
DropItem Int
forall a. Bounded a => a
maxBound 1 CStore
COrgan GroupName ItemKind
S_HUNGRY ]
}
ediblePlant7 :: ItemKind
ediblePlant7 = ItemKind
ediblePlantTemplate
{ iname :: Text
iname = "spicy bark"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
S_SPICY_BARK, 1), (GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
EDIBLE_PLANT, 100)]
, ieffects :: [Effect]
ieffects = [ Dice -> Effect
InsertMove 20, GroupName ItemKind -> Dice -> Effect
toOrganBad GroupName ItemKind
S_FRENZIED (40 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 10)
, Int -> Int -> CStore -> GroupName ItemKind -> Effect
DropItem Int
forall a. Bounded a => a
maxBound 1 CStore
COrgan GroupName ItemKind
S_HUNGRY ]
}
ediblePlant8 :: ItemKind
ediblePlant8 = ItemKind
ediblePlantTemplate
{ iname :: Text
iname = "pumpkin"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
S_PUMPKIN, 1), (GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
EDIBLE_PLANT, 100)]
, irarity :: Rarity
irarity = [(1, 2), (10, 4)]
, iweight :: Int
iweight = 3000
, idamage :: Dice
idamage = 1 Int -> Int -> Dice
`d` 1
, ieffects :: [Effect]
ieffects = [Int -> Int -> CStore -> GroupName ItemKind -> Effect
DropItem Int
forall a. Bounded a => a
maxBound 1 CStore
COrgan GroupName ItemKind
S_HUNGRY]
}
cookedPlantTemplate :: ItemKind
cookedPlantTemplate = ItemKind
ediblePlantTemplate
{ iname :: Text
iname = "cooked plant"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
COOKED_PLANT_UNKNOWN, 1)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color]
stdCol
, irarity :: Rarity
irarity = [(1, 1)]
, iaspects :: [Aspect]
iaspects = [ GroupName ItemKind -> Aspect
PresentAs GroupName ItemKind
COOKED_PLANT_UNKNOWN
, Int -> Aspect
toVelocity 20 ]
, idesc :: Text
idesc = "Withered but fragrant bits of a colorful plant. Taste blandly, but break down easily, releasing all nutrients. Only eating may reveal the full effects."
}
cookedPlant1 :: ItemKind
cookedPlant1 = ItemKind
cookedPlantTemplate
{ iname :: Text
iname = "cooked berry"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
S_COOKED_BERRY, 1), (GroupName ItemKind
COMMON_ITEM, 1), (GroupName ItemKind
COOKED_PLANT, 100)]
, ieffects :: [Effect]
ieffects = [ Int -> Effect
RefillHP 1, GroupName ItemKind -> Dice -> Effect
toOrganBad GroupName ItemKind
S_IMMOBILE (5 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 5)
, Int -> Int -> CStore -> GroupName ItemKind -> Effect
DropItem Int
forall a. Bounded a => a
maxBound 2 CStore
COrgan GroupName ItemKind
S_HUNGRY ]
}
cookedPlant2 :: ItemKind
cookedPlant2 = ItemKind
cookedPlantTemplate
{ iname :: Text
iname = "cooked fungus"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
S_COOKED_FUNGUS, 1), (GroupName ItemKind
COMMON_ITEM, 1), (GroupName ItemKind
COOKED_PLANT, 100)]
, ieffects :: [Effect]
ieffects = ItemKind -> [Effect]
ieffects ItemKind
ediblePlant2
}
cookedPlant3 :: ItemKind
cookedPlant3 = ItemKind
cookedPlantTemplate
{ iname :: Text
iname = "cooked leaf"
, ifreq :: Freqs ItemKind
ifreq = [ (GroupName ItemKind
S_COOKED_LEAF, 1)
, (GroupName ItemKind
COMMON_ITEM, 1), (GroupName ItemKind
COOKED_PLANT, 100), (GroupName ItemKind
COOKED_FOOD, 10) ]
, ieffects :: [Effect]
ieffects = [ Int -> Int -> CStore -> GroupName ItemKind -> Effect
DropItem 1 Int
forall a. Bounded a => a
maxBound CStore
COrgan GroupName ItemKind
S_POISONED
, Int -> Int -> CStore -> GroupName ItemKind -> Effect
DropItem Int
forall a. Bounded a => a
maxBound 3 CStore
COrgan GroupName ItemKind
S_HUNGRY ]
}
cookedPlant4 :: ItemKind
cookedPlant4 = ItemKind
cookedPlantTemplate
{ iname :: Text
iname = "cooked fruit"
, ifreq :: Freqs ItemKind
ifreq = [ (GroupName ItemKind
S_COOKED_FRUIT, 1)
, (GroupName ItemKind
COMMON_ITEM, 1), (GroupName ItemKind
COOKED_PLANT, 100) ]
, ieffects :: [Effect]
ieffects = [ GroupName ItemKind -> Dice -> Effect
toOrganBad GroupName ItemKind
S_BLIND (10 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 10)
, Int -> Int -> CStore -> GroupName ItemKind -> Effect
DropItem Int
forall a. Bounded a => a
maxBound 4 CStore
COrgan GroupName ItemKind
S_HUNGRY ]
}
cookedPlant5 :: ItemKind
cookedPlant5 = ItemKind
cookedPlantTemplate
{ iname :: Text
iname = "cooked herb"
, ifreq :: Freqs ItemKind
ifreq = [ (GroupName ItemKind
S_COOKED_HERB, 1)
, (GroupName ItemKind
COMMON_ITEM, 1), (GroupName ItemKind
COOKED_PLANT, 100) ]
, icount :: Dice
icount = 1 Int -> Int -> Dice
`dL` 9
, iaspects :: [Aspect]
iaspects = Text -> Aspect
ELabel "of lethargy"
Aspect -> [Aspect] -> [Aspect]
forall a. a -> [a] -> [a]
: ItemKind -> [Aspect]
iaspects ItemKind
cookedPlantTemplate
, ieffects :: [Effect]
ieffects = ItemKind -> [Effect]
ieffects ItemKind
ediblePlant5
}
cookedPlant6 :: ItemKind
cookedPlant6 = ItemKind
cookedPlantTemplate
{ iname :: Text
iname = "cooked flower"
, ifreq :: Freqs ItemKind
ifreq = [ (GroupName ItemKind
S_COOKED_FLOWER, 1)
, (GroupName ItemKind
COMMON_ITEM, 1), (GroupName ItemKind
COOKED_PLANT, 100), (GroupName ItemKind
COOKED_FOOD, 10) ]
, ieffects :: [Effect]
ieffects = [ Effect
PutToSleep
, Int -> Int -> CStore -> GroupName ItemKind -> Effect
DropItem Int
forall a. Bounded a => a
maxBound 2 CStore
COrgan GroupName ItemKind
S_HUNGRY ]
}
cookedPlant7 :: ItemKind
cookedPlant7 = ItemKind
cookedPlantTemplate
{ iname :: Text
iname = "cooked bark"
, ifreq :: Freqs ItemKind
ifreq = [ (GroupName ItemKind
S_COOKED_BARK, 1)
, (GroupName ItemKind
COMMON_ITEM, 1), (GroupName ItemKind
COOKED_PLANT, 100), (GroupName ItemKind
COOKED_FOOD, 10) ]
, ieffects :: [Effect]
ieffects = [ Dice -> Effect
InsertMove 20, GroupName ItemKind -> Dice -> Effect
toOrganBad GroupName ItemKind
S_FRENZIED (40 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 10)
, Int -> Int -> CStore -> GroupName ItemKind -> Effect
DropItem Int
forall a. Bounded a => a
maxBound 2 CStore
COrgan GroupName ItemKind
S_HUNGRY ]
}
cookedPlant8 :: ItemKind
cookedPlant8 = ItemKind
cookedPlantTemplate
{ iname :: Text
iname = "cooked pumpkin"
, ifreq :: Freqs ItemKind
ifreq = [ (GroupName ItemKind
S_COOKED_PUMPKIN, 1)
, (GroupName ItemKind
COMMON_ITEM, 1), (GroupName ItemKind
COOKED_PLANT, 100), (GroupName ItemKind
COOKED_FOOD, 10) ]
, iweight :: Int
iweight = 3000
, idamage :: Dice
idamage = 1 Int -> Int -> Dice
`d` 1
, ieffects :: [Effect]
ieffects = [Int -> Int -> CStore -> GroupName ItemKind -> Effect
DropItem Int
forall a. Bounded a => a
maxBound 5 CStore
COrgan GroupName ItemKind
S_HUNGRY]
}
torchMsg :: Effect
torchMsg :: Effect
torchMsg = Text -> Text -> Effect
VerbMsgFail "feel the torch fracture" "."
torchDestruct :: Effect
torchDestruct :: Effect
torchDestruct =
Effect -> Effect
OnUser (Effect -> Effect) -> Effect -> Effect
forall a b. (a -> b) -> a -> b
$ [Effect] -> Effect
OneOf ([Effect] -> Effect) -> [Effect] -> Effect
forall a b. (a -> b) -> a -> b
$
Int -> Int -> CStore -> GroupName ItemKind -> Effect
DestroyItem 1 1 CStore
CEqp GroupName ItemKind
S_WOODEN_TORCH
Effect -> Effect -> Effect
`AndEffect`
Maybe Int -> CStore -> GroupName ItemKind -> TimerDice -> Effect
CreateItem Maybe Int
forall a. Maybe a
Nothing CStore
CStash GroupName ItemKind
S_RAG_TANGLE TimerDice
timerNone
Effect -> [Effect] -> [Effect]
forall a. a -> [a] -> [a]
: Int -> Int -> CStore -> GroupName ItemKind -> Effect
DestroyItem 1 1 CStore
CEqp GroupName ItemKind
S_WOODEN_TORCH
Effect -> Effect -> Effect
`AndEffect`
Maybe Int -> CStore -> GroupName ItemKind -> TimerDice -> Effect
CreateItem Maybe Int
forall a. Maybe a
Nothing CStore
CStash GroupName ItemKind
S_DOUSED_WOODEN_TORCH TimerDice
timerNone
Effect -> [Effect] -> [Effect]
forall a. a -> [a] -> [a]
: Int -> Effect -> [Effect]
forall a. Int -> a -> [a]
replicate 6 Effect
torchMsg
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 = "torch"
, ifreq :: Freqs ItemKind
ifreq = [ (GroupName ItemKind
COMMON_ITEM, 50), (GroupName ItemKind
LIGHT_ATTENUATOR, 70), (GroupName ItemKind
WEAK_ARROW, 300)
, (GroupName ItemKind
FIRE_SOURCE, 1), (GroupName ItemKind
S_WOODEN_TORCH, 1) ]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
Brown]
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = [(3 Double -> Double -> Double
forall a. Num a => a -> a -> a
* 10Double -> Double -> Double
forall a. Fractional a => a -> a -> a
/15, 15), (4 Double -> Double -> Double
forall a. Num a => a -> a -> a
* 10Double -> Double -> Double
forall a. Fractional a => a -> a -> a
/15, 1)]
, iverbHit :: Text
iverbHit = "scorch"
, iweight :: Int
iweight = 1000
, 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 (-2)
, Flag -> Aspect
SetFlag Flag
Durable, Flag -> Aspect
SetFlag Flag
Lobable
, Flag -> Aspect
SetFlag Flag
Meleeable, EqpSlot -> Aspect
EqpSlot EqpSlot
EqpSlotShine ]
, ieffects :: [Effect]
ieffects = [Dice -> Effect
Burn 2, Effect
torchDestruct]
, idesc :: Text
idesc = "A puttering torch improvised with rags on a staff, soaked in any lubricant or oil or resin or tar that could be scavenged in a hurry."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = []
}
lightDoused1 :: ItemKind
lightDoused1 = ItemKind
light1
{ iname :: Text
iname = "doused torch"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
S_DOUSED_WOODEN_TORCH, 1) ]
, iverbHit :: Text
iverbHit = "prod"
, iaspects :: [Aspect]
iaspects = [Flag -> Aspect
SetFlag Flag
Lobable]
, ieffects :: [Effect]
ieffects = []
, idesc :: Text
idesc = "A yet unlit torch improvised with rags on a staff, soaked in any lubricant or oil or resin or tar that could be scavenged in a hurry."
}
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 = [ (GroupName ItemKind
COMMON_ITEM, 50), (GroupName ItemKind
LIGHT_ATTENUATOR, 70)
, (GroupName ItemKind
S_OIL_LAMP, 1) ]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
BrYellow]
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = [(5, 2)]
, iverbHit :: Text
iverbHit = "burn"
, iweight :: Int
iweight = 1600
, 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 = [ GroupName ItemKind -> Effect
Explode GroupName ItemKind
S_FOCUSED_BURNING_OIL_2
, Effect -> Effect
OnSmash (GroupName ItemKind -> Effect
Explode GroupName ItemKind
S_VIOLENT_BURNING_OIL_2) ]
, idesc :: Text
idesc = "A restaurant table glass lamp filled with plant oil feeding a slender wick. Or a makeshift caricature thereof."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = []
}
lightDoused2 :: ItemKind
lightDoused2 = ItemKind
light2
{ iname :: Text
iname = "doused oil lamp"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
S_DOUSED_OIL_LAMP, 1)]
, iverbHit :: Text
iverbHit = "bonk"
, iaspects :: [Aspect]
iaspects = [Flag -> Aspect
SetFlag Flag
Lobable, Flag -> Aspect
SetFlag Flag
Fragile]
, ieffects :: [Effect]
ieffects = []
, idesc :: Text
idesc = "An unlit restaurant table glass lamp filled with plant oil feeding a slender wick. Or a makeshift caricature thereof."
}
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 = [(GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
MUSEAL, 100), (GroupName ItemKind
LIGHT_ATTENUATOR, 5)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
Red]
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = [(6, 1), (10, 4)]
, 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 = [ GroupName ItemKind -> Effect
Explode GroupName ItemKind
S_FOCUSED_BURNING_OIL_4
, Effect -> Effect
OnSmash (GroupName ItemKind -> Effect
Explode GroupName ItemKind
S_VIOLENT_BURNING_OIL_4) ]
, idesc :: Text
idesc = "Very old, very bright and very heavy lantern made of hand-polished brass."
, 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 = "mineral fibre blanket"
, ifreq :: Freqs ItemKind
ifreq = [ (GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
LIGHT_ATTENUATOR, 20), (GroupName ItemKind
THICK_CLOTH, 1)
, (GroupName ItemKind
FIREPROOF_CLOTH, 1), (GroupName ItemKind
FIRE_FIGHTING_ITEM, 100)
, (GroupName ItemKind
SHARPENING_TOOL, 1) ]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
Magenta]
, 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 3, Skill -> Dice -> Aspect
AddSkill Skill
SkMaxCalm 5
, Flag -> Aspect
SetFlag Flag
Lobable, Flag -> Aspect
SetFlag Flag
Equipable
, EqpSlot -> Aspect
EqpSlot EqpSlot
EqpSlotArmorMelee ]
, ieffects :: [Effect]
ieffects = []
, idesc :: Text
idesc = "Flame-retardant synthetic fibres. The strong cloth polishes metals really well when soaked, aiding in the final stages of blade sharpening."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = []
}
chisel :: ItemKind
chisel = $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 = "chisel"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
CRAWL_ITEM, 10), (GroupName ItemKind
BREACHING_TOOL, 1), (GroupName ItemKind
TOOL_ONLY, 1)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
Cyan]
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = [(1, 110)]
, iverbHit :: Text
iverbHit = "dismantle"
, iweight :: Int
iweight = 500
, idamage :: Dice
idamage = 0
, iaspects :: [Aspect]
iaspects = []
, ieffects :: [Effect]
ieffects = []
, idesc :: Text
idesc = "It is a breaching tool that can be used for crafting and terrain modification. There are no junk items in space."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = [(GroupName ItemKind
SHARPENING_TOOL, CStore
CGround), (GroupName ItemKind
WIRECUTTING_TOOL, CStore
CGround)]
}
hacksaw :: ItemKind
hacksaw = ItemKind
chisel
{ iname :: Text
iname = "hacksaw"
, idesc :: Text
idesc = "It is a breaching tool that can be used for crafting and terrain modification. There are no junk items in space."
}
adjustableSpanner :: ItemKind
adjustableSpanner = ItemKind
chisel
{ iname :: Text
iname = "adjustable spanner"
, idesc :: Text
idesc = "It is a breaching tool that can be used for crafting and terrain modification. There are no junk items in space."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = [ (GroupName ItemKind
SHARPENING_TOOL, CStore
CGround), (GroupName ItemKind
WIRECUTTING_TOOL, CStore
CGround)
, (GroupName ItemKind
BONDING_TOOL, CStore
CGround) ]
}
steelFile :: ItemKind
steelFile = ItemKind
chisel
{ iname :: Text
iname = "steel file"
, ifreq :: Freqs ItemKind
ifreq = [ (GroupName ItemKind
CRAWL_ITEM, 20), (GroupName ItemKind
BREACHING_TOOL, 1), (GroupName ItemKind
SHARPENING_TOOL, 1)
, (GroupName ItemKind
TOOL_ONLY, 1) ]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
Red]
, iverbHit :: Text
iverbHit = "grate"
, idesc :: Text
idesc = "It is a breaching and sharpening tool that can be used for crafting and terrain modification. There are no junk items in space."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = []
}
honingSteel :: ItemKind
honingSteel = ItemKind
chisel
{ iname :: Text
iname = "honing steel"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
CRAWL_ITEM, 10), (GroupName ItemKind
SHARPENING_TOOL, 1), (GroupName ItemKind
TOOL_ONLY, 1)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipFancy [Color
Blue]
, iverbHit :: Text
iverbHit = "hone"
, idesc :: Text
idesc = "Originally used for realigning and sharpening dulled edges of kitchen knives in the local restaurants. Now it turns utensils into weapons."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = [(GroupName ItemKind
WIRECUTTING_TOOL, CStore
CGround), (GroupName ItemKind
BONDING_TOOL, CStore
CGround)]
}
whetstone :: ItemKind
whetstone = ItemKind
honingSteel
{ iname :: Text
iname = "whetstone"
, iverbHit :: Text
iverbHit = "rub"
, idesc :: Text
idesc = "A portable sharpening stone that can transforms a dull piece of scrap into a keen and true blade."
}
diagonalPliers :: ItemKind
diagonalPliers = ItemKind
chisel
{ iname :: Text
iname = "pair"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
CRAWL_ITEM, 10), (GroupName ItemKind
WIRECUTTING_TOOL, 1), (GroupName ItemKind
TOOL_ONLY, 1)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
Brown]
, iverbHit :: Text
iverbHit = "cut"
, iaspects :: [Aspect]
iaspects = [Text -> Aspect
ELabel "of diagonal pliers"]
, idesc :: Text
idesc = "It is a wirecutting tool that can be used for crafting and terrain modification. There are no junk items in space."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = [(GroupName ItemKind
BREACHING_TOOL, CStore
CGround)]
}
snips :: ItemKind
snips = ItemKind
diagonalPliers
{ iname :: Text
iname = "pair"
, iaspects :: [Aspect]
iaspects = [Text -> Aspect
ELabel "of snips"]
, idesc :: Text
idesc = "It is a wirecutting tool that can be used for crafting and terrain modification. There are no junk items in space."
}
loppers :: ItemKind
loppers = ItemKind
diagonalPliers
{ iname :: Text
iname = "pair"
, iaspects :: [Aspect]
iaspects = [Text -> Aspect
ELabel "of loppers"]
, idesc :: Text
idesc = "It is a wirecutting tool that can be used for crafting and terrain modification. There are no junk items in space."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = [(GroupName ItemKind
BREACHING_TOOL, CStore
CGround), (GroupName ItemKind
SHARPENING_TOOL, CStore
CGround)]
}
boltCutter :: ItemKind
boltCutter = ItemKind
loppers
{ iname :: Text
iname = "bolt cutter"
, iaspects :: [Aspect]
iaspects = []
, idesc :: Text
idesc = "It is a wirecutting tool that can be used for crafting and terrain modification. There are no junk items in space."
}
solderingIron :: ItemKind
solderingIron = ItemKind
chisel
{ iname :: Text
iname = "soldering iron"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
CRAWL_ITEM, 5), (GroupName ItemKind
BONDING_TOOL, 20), (GroupName ItemKind
TOOL_ONLY, 1)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
White]
, iverbHit :: Text
iverbHit = "soldier"
, idesc :: Text
idesc = "It is a bonding tool that can be used for crafting and terrain modification. There are no junk items in space."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = []
}
duckTape :: ItemKind
duckTape = ItemKind
solderingIron
{ iname :: Text
iname = "duck tape"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
CRAWL_ITEM, 3), (GroupName ItemKind
BONDING_TOOL, 40), (GroupName ItemKind
TOOL_ONLY, 1)]
, icount :: Dice
icount = 1 Int -> Int -> Dice
`d` 4
, iverbHit :: Text
iverbHit = "catch"
, idesc :: Text
idesc = "It is a bonding tool that can be used for crafting and terrain modification. There are no junk items in space."
}
thickCord :: ItemKind
thickCord = ItemKind
solderingIron
{ iname :: Text
iname = "thick cord"
, ifreq :: Freqs ItemKind
ifreq = [ (GroupName ItemKind
CRAWL_ITEM, 7), (GroupName ItemKind
BONDING_TOOL, 30)
, (GroupName ItemKind
CLOTH_RAG, 1), (GroupName ItemKind
THICK_CLOTH, 1), (GroupName ItemKind
TOOL_ONLY, 1) ]
, iverbHit :: Text
iverbHit = "tie"
, idesc :: Text
idesc = "It is a bonding tool and it soaks fluids."
}
gorget :: ItemKind
gorget = ItemKind
necklaceTemplate
{ iname :: Text
iname = "Old Gorget"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
TREASURE, 50), (GroupName ItemKind
MUSEAL, 100)]
, 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
$ 7 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
SkHearing 3
, Flag -> Aspect
SetFlag Flag
UnderMelee, Flag -> Aspect
SetFlag Flag
Durable ]
[Aspect] -> [Aspect] -> [Aspect]
forall a. [a] -> [a] -> [a]
++ Aspect -> [Aspect] -> [Aspect]
forall a. Eq a => a -> [a] -> [a]
delete (Flag -> Aspect
SetFlag Flag
Periodic) [Aspect]
iaspects_necklaceTemplate
, ieffects :: [Effect]
ieffects = [Int -> Effect
RefillCalm 15]
, idesc :: Text
idesc = "Worn, cold, large brass medallion on a chain. Unlikely to offer much protection as an armor piece, but when courage is hardest to sustain, the old engraving reassures its wearer."
}
iaspects_necklaceTemplate :: [Aspect]
iaspects_necklaceTemplate :: [Aspect]
iaspects_necklaceTemplate =
[ GroupName ItemKind -> Aspect
PresentAs GroupName ItemKind
NECKLACE_UNKNOWN
, Flag -> Aspect
SetFlag Flag
Periodic, Flag -> Aspect
SetFlag Flag
Precious, Flag -> Aspect
SetFlag Flag
Equipable
, Int -> Aspect
toVelocity 50 ]
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 = [(GroupName ItemKind
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, 4)]
, iverbHit :: Text
iverbHit = "whip"
, iweight :: Int
iweight = 100
, 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 = "Tingling, rattling chain of flat encrusted links. Eccentric millionaires are known to hide their highly personalized body augmentation packs in bulky jewelry pieces such as these."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = []
}
necklace1 :: ItemKind
necklace1 = ItemKind
necklaceTemplate
{ iname :: Text
iname = "the Necklace"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
CRAWL_ITEM, 50), (GroupName ItemKind
ANY_JEWELRY, 25)]
, irarity :: Rarity
irarity = [(3 Double -> Double -> Double
forall a. Num a => a -> a -> a
* 10Double -> Double -> Double
forall a. Fractional a => a -> a -> a
/15, 0), (4 Double -> Double -> Double
forall a. Num a => a -> a -> a
* 10Double -> Double -> Double
forall a. Fractional a => a -> a -> a
/15, 1), (10, 5)]
, iaspects :: [Aspect]
iaspects = [ Flag -> Aspect
SetFlag Flag
Unique, Text -> Aspect
ELabel "of Spur Life"
, 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
, Skill -> Dice -> Aspect
AddSkill Skill
SkArmorMelee (-30)
, Flag -> Aspect
SetFlag Flag
Durable ]
[Aspect] -> [Aspect] -> [Aspect]
forall a. [a] -> [a] -> [a]
++ [Aspect]
iaspects_necklaceTemplate
, ieffects :: [Effect]
ieffects = [ Int -> Effect
RefillCalm (-5)
, Condition -> Effect -> Effect
When (ActivationFlag -> Condition
TriggeredBy ActivationFlag
ActivationPeriodic) (Effect -> Effect) -> Effect -> Effect
forall a b. (a -> b) -> a -> b
$ Int -> Effect
RefillHP 1 ]
, idesc :: Text
idesc = "This awkward chain, when worn on bare skin, frequently emits mild but highly annoying electric shocks, which apparently stimulate tissue regeneration even in distant parts of the body. A part of the surprising effectiveness of this unique artifact may stem from the desperation of the patients to be quickly healed enough to take it off."
}
necklace3 :: ItemKind
necklace3 = ItemKind
necklaceTemplate
{ ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
ANY_JEWELRY, 100)]
, iaspects :: [Aspect]
iaspects = [ Text -> Aspect
ELabel "of fearful listening"
, Dice -> Aspect
Timeout 40
, Skill -> Dice -> Aspect
AddSkill Skill
SkHearing 6 ]
[Aspect] -> [Aspect] -> [Aspect]
forall a. [a] -> [a] -> [a]
++ [Aspect]
iaspects_necklaceTemplate
, ieffects :: [Effect]
ieffects = [ DetectKind -> Int -> Effect
Detect DetectKind
DetectActor 20
, Condition -> Effect -> Effect
When (ActivationFlag -> Condition
TriggeredBy ActivationFlag
ActivationPeriodic) (Effect -> Effect) -> Effect -> Effect
forall a b. (a -> b) -> a -> b
$ Int -> Effect
RefillCalm (-30) ]
}
necklace4 :: ItemKind
necklace4 = ItemKind
necklaceTemplate
{ ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
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."
}
necklace5 :: ItemKind
necklace5 = ItemKind
necklaceTemplate
{ ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
ANY_JEWELRY, 100)]
, iaspects :: [Aspect]
iaspects = [ Text -> Aspect
ELabel "of greed"
, Dice -> Aspect
Timeout (8 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 3) ]
[Aspect] -> [Aspect] -> [Aspect]
forall a. [a] -> [a] -> [a]
++ [Aspect]
iaspects_necklaceTemplate
, ieffects :: [Effect]
ieffects = [ DetectKind -> Int -> Effect
Detect DetectKind
DetectStash 100
, GroupName ItemKind -> Dice -> Effect
toOrganBad GroupName ItemKind
S_PARSIMONIOUS (5 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 3)
, Condition -> Effect -> Effect
When (ActivationFlag -> Condition
TriggeredBy ActivationFlag
ActivationPeriodic) (Effect -> Effect) -> Effect -> Effect
forall a b. (a -> b) -> a -> b
$ Dice -> Effect
Teleport 40 ]
}
necklace6 :: ItemKind
necklace6 = ItemKind
necklaceTemplate
{ ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
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]
}
necklace7 :: ItemKind
necklace7 = ItemKind
necklaceTemplate
{ ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
ANY_JEWELRY, 100)]
, iaspects :: [Aspect]
iaspects = Dice -> Aspect
Timeout ((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)]
}
necklace8 :: ItemKind
necklace8 = ItemKind
necklaceTemplate
{ iname :: Text
iname = "the Necklace"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
CRAWL_ITEM, 50), (GroupName ItemKind
ANY_JEWELRY, 50)]
, irarity :: Rarity
irarity = [(10, 5)]
, iaspects :: [Aspect]
iaspects = [ Flag -> Aspect
SetFlag Flag
Unique, Text -> Aspect
ELabel "of Overdrive"
, Dice -> Aspect
Timeout 10
, Skill -> Dice -> Aspect
AddSkill Skill
SkMaxHP 10
, Skill -> Dice -> Aspect
AddSkill Skill
SkSpeed 10
, Flag -> Aspect
SetFlag Flag
Durable ]
[Aspect] -> [Aspect] -> [Aspect]
forall a. [a] -> [a] -> [a]
++ [Aspect]
iaspects_necklaceTemplate
, ieffects :: [Effect]
ieffects = [ Int -> Effect
RefillCalm (-2)
, Int -> Dice -> Effect
Discharge 5 80 ]
, idesc :: Text
idesc = "This whirring augmentation pack stimulates its host beyond any medically advisable or, surely, even legally admissible levels. It can be only speculated what kind of activity it was designed for, but clearly the steady handling of melee weapons was not one of them."
}
necklace9 :: ItemKind
necklace9 = ItemKind
necklaceTemplate
{ iname :: Text
iname = "coil"
, ifreq :: Freqs ItemKind
ifreq = [ (GroupName ItemKind
COMMON_ITEM, 20)
, (GroupName ItemKind
S_REFRIGERATION_COIL, 1), (GroupName ItemKind
ANY_JEWELRY, 100)
, (GroupName ItemKind
COLD_SOURCE, 1) ]
, iaspects :: [Aspect]
iaspects = Text -> Aspect
ELabel "of superconducting refrigeration"
Aspect -> [Aspect] -> [Aspect]
forall a. a -> [a] -> [a]
: 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 -> [Aspect] -> [Aspect]
forall a. Eq a => a -> [a] -> [a]
delete (Flag -> Aspect
SetFlag Flag
Precious) [Aspect]
iaspects_necklaceTemplate
, ieffects :: [Effect]
ieffects = [GroupName ItemKind -> Effect
Explode GroupName ItemKind
S_CURRENT_DISCHARGE]
}
necklace10 :: ItemKind
necklace10 = ItemKind
necklaceTemplate
{ ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
ANY_JEWELRY, 100), (GroupName ItemKind
PERFUME, 1)]
, 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 GroupName ItemKind
S_FRAGRANCE]
}
motionScanner :: ItemKind
motionScanner = ItemKind
necklaceTemplate
{ iname :: Text
iname = "handheld sonar"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
ADD_NOCTO_1, 20)]
, irarity :: Rarity
irarity = [(5, 3)]
, iverbHit :: Text
iverbHit = "ping"
, iweight :: Int
iweight = 300
, iaspects :: [Aspect]
iaspects = [ 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` 6
, Skill -> Dice -> Aspect
AddSkill Skill
SkNocto 1
, Skill -> Dice -> Aspect
AddSkill Skill
SkArmorMelee (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
* 5
, EqpSlot -> Aspect
EqpSlot EqpSlot
EqpSlotMiscBonus ]
[Aspect] -> [Aspect] -> [Aspect]
forall a. [a] -> [a] -> [a]
++ [Aspect]
iaspects_necklaceTemplate
, ieffects :: [Effect]
ieffects = [GroupName ItemKind -> Effect
Explode GroupName ItemKind
S_PING_PLASH]
, idesc :: Text
idesc = "Portable underwater echolocator overdriven to scan dark corridors at the cost of emitting occasional loud pings and flashes. Having to track the display hanging from the neck strap is distracting, as well."
}
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 = "noctovisor"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
TREASURE, 100), (GroupName ItemKind
ADD_NOCTO_1, 80), (GroupName ItemKind
MUSEAL, 100)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipFancy [Color
BrGreen]
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = [(5, 2)]
, iverbHit :: Text
iverbHit = "rattle"
, iweight :: Int
iweight = 700
, 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
$ (-6 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
Precious, Flag -> Aspect
SetFlag Flag
Equipable
, EqpSlot -> Aspect
EqpSlot EqpSlot
EqpSlotMiscBonus ]
, ieffects :: [Effect]
ieffects = []
, idesc :: Text
idesc = "Sturdy antique night vision goggles of unknown origin."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = []
}
sightSharpening :: ItemKind
sightSharpening = ItemKind
ringTemplate
{ iname :: Text
iname = "Autozoom Contact Lens"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
TREASURE, 100), (GroupName ItemKind
ADD_SIGHT, 1)]
, irarity :: Rarity
irarity = [(7, 1), (10, 10)]
, 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 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 = "Zooms on any movement, distant or close. Requires some getting used to. Never needs to be taken off."
}
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 = [(GroupName ItemKind
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 = [(8, 7)]
, iverbHit :: Text
iverbHit = "knock"
, iweight :: Int
iweight = 15
, idamage :: Dice
idamage = 0
, iaspects :: [Aspect]
iaspects = [GroupName ItemKind -> Aspect
PresentAs GroupName ItemKind
RING_UNKNOWN, Flag -> Aspect
SetFlag Flag
Precious, Flag -> Aspect
SetFlag Flag
Equipable]
, ieffects :: [Effect]
ieffects = []
, idesc :: Text
idesc = "A sturdy ring with a softly shining eye. If it contains a body booster unit, beware of the side-effects."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = []
}
ring1 :: ItemKind
ring1 = ItemKind
ringTemplate
{ ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
ANY_JEWELRY, 100)]
, irarity :: Rarity
irarity = [(5, 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` 2
, Skill -> Dice -> Aspect
AddSkill Skill
SkMaxHP (-20)
, 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 = [(GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
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 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`dL` 3
, Skill -> Dice -> Aspect
AddSkill Skill
SkArmorMelee (-40)
, EqpSlot -> Aspect
EqpSlot EqpSlot
EqpSlotSpeed ]
[Aspect] -> [Aspect] -> [Aspect]
forall a. [a] -> [a] -> [a]
++ ItemKind -> [Aspect]
iaspects ItemKind
ringTemplate
}
ring3 :: ItemKind
ring3 = ItemKind
ringTemplate
{ iname :: Text
iname = "the Ring"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
CRAWL_ITEM, 50), (GroupName ItemKind
ANY_JEWELRY, 20)]
, irarity :: Rarity
irarity = [(10, 7)]
, 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
SkMaxHP (-20)
, Skill -> Dice -> Aspect
AddSkill Skill
SkArmorMelee (-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 = "The creator of this dangerous artifact didn't find time to document its operation. And now it's too late."
}
ring4 :: ItemKind
ring4 = ItemKind
ringTemplate
{ ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
ANY_JEWELRY, 100)]
, irarity :: Rarity
irarity = [(5, 5)]
, 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` 3 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 (-10)
, EqpSlot -> Aspect
EqpSlot EqpSlot
EqpSlotHurtMelee ]
[Aspect] -> [Aspect] -> [Aspect]
forall a. [a] -> [a] -> [a]
++ ItemKind -> [Aspect]
iaspects ItemKind
ringTemplate
}
ring5 :: ItemKind
ring5 = ItemKind
ringTemplate
{ ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
ANY_JEWELRY, 100)]
, iaspects :: [Aspect]
iaspects = [ Skill -> Dice -> Aspect
AddSkill Skill
SkHurtMelee (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
`d` 3 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
SkArmorMelee (-20)
, 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 = [(GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
ANY_JEWELRY, 100)]
, irarity :: Rarity
irarity = [(6, 10)]
, 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
}
ring7 :: ItemKind
ring7 = ItemKind
ringTemplate
{ ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
ANY_JEWELRY, 100), (GroupName ItemKind
MUSEAL, 100)]
, irarity :: Rarity
irarity = [(5, 1), (10, 7)]
, iaspects :: [Aspect]
iaspects = [ 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` 4) Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
* 5
, Skill -> Dice -> Aspect
AddSkill Skill
SkHearing 6
, 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."
}
ring8 :: ItemKind
ring8 = ItemKind
ringTemplate
{ ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
ANY_JEWELRY, 100), (GroupName ItemKind
MUSEAL, 50)]
, irarity :: Rarity
irarity = [(3, 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."
}
ring9 :: ItemKind
ring9 = ItemKind
ringTemplate
{ ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
COMMON_ITEM, 10), (GroupName ItemKind
RING_OF_OPPORTUNITY_SNIPER, 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
, idesc :: Text
idesc = "This mil-grade communication equipment feeds the aggregated enemy position information to the wearer, even when he is not the pointman of the team and so the team is not intentionally spotting for him. With proper training this permits ranged attacks, even indirect fire, without neglecting the simultaneous squad doctrine obligation of covering the approach of the pointman."
}
ring10 :: ItemKind
ring10 = ItemKind
ringTemplate
{ iname :: Text
iname = "the Ring"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
TREASURE, 50), (GroupName ItemKind
ANY_JEWELRY, 50)]
, irarity :: Rarity
irarity = [(10, 4)]
, iaspects :: [Aspect]
iaspects = [ Flag -> Aspect
SetFlag Flag
Unique, Text -> Aspect
ELabel "of Overwatch"
, Skill -> Dice -> Aspect
AddSkill Skill
SkProject 8
, Skill -> Dice -> Aspect
AddSkill Skill
SkMaxHP (-20)
, Flag -> Aspect
SetFlag Flag
Durable, EqpSlot -> Aspect
EqpSlot EqpSlot
EqpSlotProject ]
[Aspect] -> [Aspect] -> [Aspect]
forall a. [a] -> [a] -> [a]
++ ItemKind -> [Aspect]
iaspects ItemKind
ringTemplate
, idesc :: Text
idesc = "This exceptional medical contraption constantly transforms and re-injects minuscule amounts of blood serum, synthesizing powerful drugs that greatly enhance spacial awareness and focus, at the cost of weakening bodily resilience and recovery. With this boost, indirect fire becomes possible, even for a non-pointman team member."
}
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 = "spacesuit jacket"
, ifreq :: Freqs ItemKind
ifreq = [ (GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
S_SPACESUIT_JACKET, 1)
, (GroupName ItemKind
SPACESUIT_PART, 1), (GroupName ItemKind
ARMOR_LOOSE, 1), (GroupName ItemKind
STARTING_ARMOR, 100) ]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipFancy [Color
Blue]
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = [(1, 7), (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` 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 ]
, ieffects :: [Effect]
ieffects = []
, idesc :: Text
idesc = "A hard-shell torso segment of a disposed off spacesuit. Well ventilated through the air tank outlets."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = []
}
armorLeather2 :: ItemKind
armorLeather2 = ItemKind
armorLeather
{ isymbol :: Char
isymbol = Char
symbolMiscArmor
, iname :: Text
iname = "pair"
, ifreq :: Freqs ItemKind
ifreq = [ (GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
S_SPACESUIT_TROUSERS, 1)
, (GroupName ItemKind
SPACESUIT_PART, 1), (GroupName ItemKind
STARTING_ARMOR, 100) ]
, irarity :: Rarity
irarity = [(3, 5), (10, 4)]
, iaspects :: [Aspect]
iaspects = Text -> Aspect
ELabel "of spacesuit trousers" Aspect -> [Aspect] -> [Aspect]
forall a. a -> [a] -> [a]
: ItemKind -> [Aspect]
iaspects ItemKind
armorLeather
, idesc :: Text
idesc = "Segmented trousers for open space work, with the hermetically sealed boots cut off. Surprisingly flexible and airy, yet micro-meteorite-proof."
}
armorMail :: ItemKind
armorMail = ItemKind
armorLeather
{ iname :: Text
iname = "bulletproof vest"
, ifreq :: Freqs ItemKind
ifreq = [ (GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
ARMOR_LOOSE, 1), (GroupName ItemKind
ARMOR_RANGED, 1)
, (GroupName ItemKind
S_BULLTEPROOF_VEST, 1), (GroupName ItemKind
STARTING_ARMOR, 50) ]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
Cyan]
, irarity :: Rarity
irarity = [(4, 3), (7, 12), (10, 3)]
, iweight :: Int
iweight = 12000
, idamage :: Dice
idamage = 0
, iaspects :: [Aspect]
iaspects = [ Skill -> Dice -> Aspect
AddSkill Skill
SkHurtMelee (-5)
, 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` 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
$ (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
* 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 civilian bulletproof vest. Discourages foes from attacking your torso, making it harder for them to land a blow. Really hard to wash due to thickness."
}
meleeEnhancement :: ItemKind
meleeEnhancement = $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 = "barebones exoskeleton"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
COMMON_ITEM, 100)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipFancy [Color
Blue]
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = [(10, 10)]
, iverbHit :: Text
iverbHit = "zip"
, iweight :: Int
iweight = 1000
, idamage :: Dice
idamage = 0
, 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
`dL` 8) Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
* 3
, Skill -> Dice -> Aspect
AddSkill Skill
SkArmorMelee 3
, Flag -> Aspect
SetFlag Flag
Durable, Flag -> Aspect
SetFlag Flag
Equipable
, EqpSlot -> Aspect
EqpSlot EqpSlot
EqpSlotHurtMelee ]
, ieffects :: [Effect]
ieffects = []
, idesc :: Text
idesc = "A minimal frame from carbon fibre, designed to prevent injuries when lifting and operating heavy construction equipment. Cheap, light, disposable."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = []
}
spacesuit :: ItemKind
spacesuit = $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 = "spacesuit"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
S_SPACESUIT, 1)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipFancy [Color
BrWhite]
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = [(10, 10)]
, iverbHit :: Text
iverbHit = "hug"
, iweight :: Int
iweight = 250000
, idamage :: Dice
idamage = 0
, iaspects :: [Aspect]
iaspects = [ Skill -> Dice -> Aspect
AddSkill Skill
SkHurtMelee (-30)
, Skill -> Dice -> Aspect
AddSkill Skill
SkSight (-1)
, Skill -> Dice -> Aspect
AddSkill Skill
SkHearing (-3), Skill -> Dice -> Aspect
AddSkill Skill
SkSmell (-99)
, Skill -> Dice -> Aspect
AddSkill Skill
SkArmorMelee (Dice -> Aspect) -> Dice -> Aspect
forall a b. (a -> b) -> a -> b
$ (8 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
* 10
, Skill -> Dice -> Aspect
AddSkill Skill
SkArmorRanged (Dice -> Aspect) -> Dice -> Aspect
forall a b. (a -> b) -> a -> b
$ (1 Int -> Int -> Dice
`dL` 3) Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
* 12
, Flag -> Aspect
SetFlag Flag
Durable, Flag -> Aspect
SetFlag Flag
Equipable
, EqpSlot -> Aspect
EqpSlot EqpSlot
EqpSlotArmorMelee ]
, ieffects :: [Effect]
ieffects = []
, idesc :: Text
idesc = "A heavy spacesuit, with micro-suction machinery build into its boots, but requiring an external air tank for space walking. It heavily restrict arm movement, but not walking, regardless of gravity or lack thereof."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = []
}
spacesuitTorn :: ItemKind
spacesuitTorn = ItemKind
spacesuit
{ iname :: Text
iname = "torn spacesuit"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
CRAWL_ITEM, 100), (GroupName ItemKind
S_SPACESUIT_TORN, 1)]
, icount :: Dice
icount = 1 Int -> Int -> Dice
`d` 3
, irarity :: Rarity
irarity = [(1, 17), (8 Double -> Double -> Double
forall a. Num a => a -> a -> a
* 10Double -> Double -> Double
forall a. Fractional a => a -> a -> a
/15, 10)]
, iverbHit :: Text
iverbHit = "entangle"
, iweight :: Int
iweight = 10000
, iaspects :: [Aspect]
iaspects = [ Skill -> Dice -> Aspect
AddSkill Skill
SkHurtMelee (-30)
, 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
`d` 3) Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
* 10
, Skill -> Dice -> Aspect
AddSkill Skill
SkArmorRanged (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
* 6
, Flag -> Aspect
SetFlag Flag
Durable, Flag -> Aspect
SetFlag Flag
Equipable
, EqpSlot -> Aspect
EqpSlot EqpSlot
EqpSlotArmorMelee ]
, idesc :: Text
idesc = "A badly torn spacesuit, barely offering any protection any more but still heavily restricting arm movement. Perhaps two decent wearable pieces could be salvaged by extracting, matching and patching components on a suitable workbench using scissors of some kind."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = [(GroupName ItemKind
BONDING_TOOL, CStore
CGround)]
}
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 = "construction glove"
, ifreq :: Freqs ItemKind
ifreq = [ (GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
ARMOR_MISC, 1), (GroupName ItemKind
ARMOR_RANGED, 1)
, (GroupName ItemKind
STARTING_ARMOR, 50) ]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
BrGreen]
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = [(6, 9), (10, 5)]
, iverbHit :: Text
iverbHit = "flap"
, iweight :: Int
iweight = 100
, 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
$ (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
Meleeable
, EqpSlot -> Aspect
EqpSlot EqpSlot
EqpSlotHurtMelee
, Int -> Aspect
toVelocity 40 ]
, ieffects :: [Effect]
ieffects = []
, idesc :: Text
idesc = "A flexible construction glove from rough leather ensuring a good grip. Also, quite effective in averting or even catching slow projectiles."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = []
}
gloveGauntlet :: ItemKind
gloveGauntlet = ItemKind
gloveFencing
{ iname :: Text
iname = "spacesuit glove"
, ifreq :: Freqs ItemKind
ifreq = [ (GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
S_SPACESUIT_GLOVE, 1)
, (GroupName ItemKind
SPACESUIT_PART, 2), (GroupName ItemKind
ARMOR_MISC, 1), (GroupName ItemKind
STARTING_ARMOR, 50) ]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipFancy [Color
White]
, irarity :: Rarity
irarity = [(1, 10), (5 Double -> Double -> Double
forall a. Num a => a -> a -> a
* 10Double -> Double -> Double
forall a. Fractional a => a -> a -> a
/15, 10), (6 Double -> Double -> Double
forall a. Num a => a -> a -> a
* 10Double -> Double -> Double
forall a. Fractional a => a -> a -> a
/15, 1)]
, iverbHit :: Text
iverbHit = "mow"
, iweight :: Int
iweight = 500
, idamage :: Dice
idamage = 3 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 Int -> Int -> Dice
`d` 3) 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 ]
, idesc :: Text
idesc = "A piece of a hull maintenance spacesuit, padded, reinforced with carbon fibre, with extruding titan manipulators."
}
gloveJousting :: ItemKind
gloveJousting = ItemKind
gloveFencing
{ iname :: Text
iname = "Welding Handgear"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
ARMOR_MISC, 1)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipFancy [Color
BrRed]
, irarity :: Rarity
irarity = [(1, 6), (10, 3)]
, iverbHit :: Text
iverbHit = "ram"
, iweight :: Int
iweight = 3000
, idamage :: Dice
idamage = 5 Int -> Int -> Dice
`d` 1
, iaspects :: [Aspect]
iaspects = [ Flag -> Aspect
SetFlag Flag
Unique
, Dice -> Aspect
Timeout 5
, 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 (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` 3) 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` 3) Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
* 3
, Flag -> Aspect
SetFlag Flag
Durable, Flag -> Aspect
SetFlag Flag
Meleeable
, EqpSlot -> Aspect
EqpSlot EqpSlot
EqpSlotWeaponFast
, Int -> Aspect
toVelocity 60 ]
, idesc :: Text
idesc = "Rigid, bulky handgear embedding a defunct welding equipment, complete with an affixed small shield and a darkened visor. Awe-inspiring."
}
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 = [ (GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
ARMOR_MISC, 1), (GroupName ItemKind
CLOTHING_MISC, 1)
, (GroupName ItemKind
STARTING_ARMOR, 50) ]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
Brown]
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = [(3, 7), (10, 4)]
, 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 (-6)
, 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 = "construction cap"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
ARMOR_MISC, 1), (GroupName ItemKind
STARTING_ARMOR, 50)]
, 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` 3) 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 = "A hard plastic shell that 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 = "spacesuit helmet"
, ifreq :: Freqs ItemKind
ifreq = [ (GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
S_SPACESUIT_HELMET, 1)
, (GroupName ItemKind
SPACESUIT_PART, 1), (GroupName ItemKind
ARMOR_MISC, 1), (GroupName ItemKind
ARMOR_RANGED, 1)
, (GroupName ItemKind
STARTING_ARMOR, 50) ]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipFancy [Color
BrBlue]
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = [(1, 11), (4 Double -> Double -> Double
forall a. Num a => a -> a -> a
* 10Double -> Double -> Double
forall a. Fractional a => a -> a -> a
/15, 11), (5 Double -> Double -> Double
forall a. Num a => a -> a -> a
* 10Double -> Double -> Double
forall a. Fractional a => a -> a -> a
/15, 1)]
, iverbHit :: Text
iverbHit = "headbutt"
, iweight :: Int
iweight = 2000
, idamage :: Dice
idamage = 4 Int -> Int -> Dice
`d` 1
, iaspects :: [Aspect]
iaspects = [ Dice -> Aspect
Timeout 4
, Skill -> Dice -> Aspect
AddSkill Skill
SkArmorMelee (Dice -> Aspect) -> Dice -> Aspect
forall a b. (a -> b) -> a -> b
$ (1 Int -> Int -> Dice
`dL` 3) 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
SkSight (-1)
, Skill -> Dice -> Aspect
AddSkill Skill
SkHearing (-3), Skill -> Dice -> Aspect
AddSkill Skill
SkSmell (-5)
, Flag -> Aspect
SetFlag Flag
Durable, Flag -> Aspect
SetFlag Flag
Meleeable
, EqpSlot -> Aspect
EqpSlot EqpSlot
EqpSlotArmorRanged
, Int -> Aspect
toVelocity 50 ]
, ieffects :: [Effect]
ieffects = []
, idesc :: Text
idesc = "Blocks out everything, including your senses."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = []
}
heavyBoot :: ItemKind
heavyBoot = $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 = "spacesuit boot"
, ifreq :: Freqs ItemKind
ifreq = [ (GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
S_SPACESUIT_BOOT, 1)
, (GroupName ItemKind
SPACESUIT_PART, 2), (GroupName ItemKind
ARMOR_MISC, 1) ]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipFancy [Color
Magenta]
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = [(1, 12), (3 Double -> Double -> Double
forall a. Num a => a -> a -> a
* 10Double -> Double -> Double
forall a. Fractional a => a -> a -> a
/15, 12), (4 Double -> Double -> Double
forall a. Num a => a -> a -> a
* 10Double -> Double -> Double
forall a. Fractional a => a -> a -> a
/15, 1)]
, iverbHit :: Text
iverbHit = "sock"
, iweight :: Int
iweight = 100000
, idamage :: Dice
idamage = 6 Int -> Int -> Dice
`d` 1
, iaspects :: [Aspect]
iaspects = [ Dice -> Aspect
Timeout 7
, Skill -> Dice -> Aspect
AddSkill Skill
SkHurtMelee (-10)
, 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` 3) 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 500 ]
, ieffects :: [Effect]
ieffects = []
, idesc :: Text
idesc = "An armored boot, cut-off from a spacesuit. The in-built micro-suction machinery for maintaining traction in the absence of gravity gives stability equivalent to an extra 100kg of mass. Kicks get abrupt acceleration millimeters short of the target."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = []
}
ragTangle :: ItemKind
ragTangle = ItemKind
sandstoneRock
{ isymbol :: Char
isymbol = Char
symbolClothes
, iname :: Text
iname = "tangle"
, ifreq :: Freqs ItemKind
ifreq = [ (GroupName ItemKind
COMMON_ITEM, 10), (GroupName ItemKind
CLOTH_RAG, 1), (GroupName ItemKind
THICK_CLOTH, 1)
, (GroupName ItemKind
S_RAG_TANGLE, 1), (GroupName ItemKind
UNREPORTED_INVENTORY, 1) ]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
Brown]
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = [(1, 10)]
, iverbHit :: Text
iverbHit = "touch"
, iweight :: Int
iweight = 200
, idamage :: Dice
idamage = 0
, iaspects :: [Aspect]
iaspects = [ Text -> Aspect
ELabel "of rags"
, Flag -> Aspect
SetFlag Flag
Fragile, Skill -> Dice -> Aspect
AddSkill Skill
SkArmorMelee 2
, Flag -> Aspect
SetFlag Flag
Equipable, EqpSlot -> Aspect
EqpSlot EqpSlot
EqpSlotArmorMelee ]
, idesc :: Text
idesc = "Fashionable --- sometimes. Useful for survival crafting, for example as a wick of a makeshift oil lamp --- always."
}
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 = [(GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
ARMOR_LOOSE, 1)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
Blue]
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = [(4, 7)]
, iverbHit :: Text
iverbHit = "bash"
, iweight :: Int
iweight = 2000
, idamage :: Dice
idamage = 2 Int -> Int -> Dice
`d` 1
, iaspects :: [Aspect]
iaspects = [ 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
`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
, Skill -> Dice -> Aspect
AddSkill Skill
SkArmorMelee 40
, Skill -> Dice -> Aspect
AddSkill Skill
SkSpeed (-1)
, Flag -> Aspect
SetFlag Flag
UnderRanged, Flag -> Aspect
SetFlag Flag
Durable, Flag -> Aspect
SetFlag Flag
Meleeable
, EqpSlot -> Aspect
EqpSlot EqpSlot
EqpSlotArmorMelee
, Int -> Aspect
toVelocity 50 ]
, ieffects :: [Effect]
ieffects =
[ Condition -> Effect -> Effect -> Effect
IfThenElse (ActivationFlag -> Condition
TriggeredBy ActivationFlag
ActivationUnderRanged)
(Effect
NopEffect Effect -> Effect -> Effect
`OrEffect` GroupName ItemKind -> Dice -> Effect
toOrganGood GroupName ItemKind
S_RANGED_DEFLECTING 1)
(Effect -> Effect
OnUser (Int -> Dice -> Effect
Recharge 4 20)) ]
, idesc :: Text
idesc = "An arm protection made from an outer airlock panel. Not too small to deflect projectiles occasionally. Almost harmless when used offensively, but makes room for other weapons."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = []
}
shield :: ItemKind
shield = ItemKind
buckler
{ iname :: Text
iname = "shield"
, irarity :: Rarity
irarity = [(7, 5)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
Green]
, iweight :: Int
iweight = 4000
, idamage :: Dice
idamage = 3 Int -> Int -> Dice
`d` 1
, iaspects :: [Aspect]
iaspects = [ 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
`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
, Skill -> Dice -> Aspect
AddSkill Skill
SkArmorMelee 60
, Skill -> Dice -> Aspect
AddSkill Skill
SkSpeed (-1)
, Skill -> Dice -> Aspect
AddSkill Skill
SkHurtMelee (-25)
, Flag -> Aspect
SetFlag Flag
UnderRanged, Flag -> Aspect
SetFlag Flag
Durable, Flag -> Aspect
SetFlag Flag
Meleeable
, EqpSlot -> Aspect
EqpSlot EqpSlot
EqpSlotArmorMelee
, Int -> Aspect
toVelocity 50 ]
, ieffects :: [Effect]
ieffects =
[ Condition -> Effect -> Effect -> Effect
IfThenElse (ActivationFlag -> Condition
TriggeredBy ActivationFlag
ActivationUnderRanged)
(Effect -> Effect
OnUser (GroupName ItemKind -> Dice -> Effect
toOrganGood GroupName ItemKind
S_RANGED_DEFLECTING 1))
(ThrowMod -> Effect
PushActor (Int -> Int -> Int -> ThrowMod
ThrowMod 200 50 1)) ]
, idesc :: Text
idesc = "An unwieldy rectangle made of anti-meteorite ceramic sheet. Absorbs a percentage of melee damage, both dealt and sustained. Large enough to shield against projectiles for as long as there is strength to keep it poised. Requires particularly keen positional awareness when used as a weapon."
}
shield2 :: ItemKind
shield2 = ItemKind
shield
{ ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
COMMON_ITEM, 20), (GroupName ItemKind
MUSEAL, 100), (GroupName ItemKind
S_SHIELD_BLUNT, 1)]
, iweight :: Int
iweight = 6000
, idamage :: Dice
idamage = 4 Int -> Int -> Dice
`d` 1
, ieffects :: [Effect]
ieffects =
[ Condition -> Effect -> Effect -> Effect
IfThenElse (ActivationFlag -> Condition
TriggeredBy ActivationFlag
ActivationUnderRanged)
(Effect -> Effect
OnUser (GroupName ItemKind -> Dice -> Effect
toOrganGood GroupName ItemKind
S_RANGED_DEFLECTING 1))
(ThrowMod -> Effect
PushActor (Int -> Int -> Int -> ThrowMod
ThrowMod 400 50 1)) ]
, idesc :: Text
idesc = "A relic of long-past wars, heavy and with a central spike, which is however misaligned and dull."
}
shield3 :: ItemKind
shield3 = ItemKind
shield2
{ ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
COMMON_ITEM, 1), (GroupName ItemKind
MUSEAL, 3), (GroupName ItemKind
S_SHIELD_SHARP, 1)]
, idamage :: Dice
idamage = 7 Int -> Int -> Dice
`d` 1
, idesc :: Text
idesc = "A relic of long-past wars, heavy and with a sharp central spike."
}
blowtorch :: ItemKind
blowtorch = $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 = "blowtorch"
, ifreq :: Freqs ItemKind
ifreq = [ (GroupName ItemKind
BLOWTORCH, 1), (GroupName ItemKind
VALUABLE, 20)
, (GroupName ItemKind
CRAWL_ITEM, 1)
, (GroupName ItemKind
BREACHING_TOOL, 1), (GroupName ItemKind
FIRE_SOURCE, 1) ]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
BrRed]
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = [(1, 1)]
, iverbHit :: Text
iverbHit = "scorch"
, iweight :: Int
iweight = 2000
, idamage :: Dice
idamage = 0
, iaspects :: [Aspect]
iaspects = [ Dice -> Aspect
Timeout 4
, Skill -> Dice -> Aspect
AddSkill Skill
SkAlter 2
, Skill -> Dice -> Aspect
AddSkill Skill
SkWait (-2)
, Flag -> Aspect
SetFlag Flag
Durable, Flag -> Aspect
SetFlag Flag
Meleeable
, EqpSlot -> Aspect
EqpSlot EqpSlot
EqpSlotAlter
, Int -> Aspect
toVelocity 0 ]
, ieffects :: [Effect]
ieffects = [ Dice -> Effect
Burn 3
, Effect
Impress ]
, idesc :: Text
idesc = "A sturdy old-fashioned portable blowtorch for fine cutting or welding of metals. Unfocused and inaccurate, but does not require access codes to high current power outlets. If you can patiently suffer the heat, it can be used as a clumsy breaching tool for stuck, locked and welded containers and doors."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = []
}
laserSharpener :: ItemKind
laserSharpener = $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 = "Laser Sharpener"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
CRAWL_ITEM, 50), (GroupName ItemKind
SHARPENING_TOOL, 1)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipFancy [Color
BrBlue]
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = [(5, 25)]
, iverbHit :: Text
iverbHit = "paint"
, iweight :: Int
iweight = 2000
, idamage :: Dice
idamage = 0
, iaspects :: [Aspect]
iaspects = [ Flag -> Aspect
SetFlag Flag
Unique, Dice -> Aspect
Timeout 5
, Flag -> Aspect
SetFlag Flag
Durable, Flag -> Aspect
SetFlag Flag
Meleeable, EqpSlot -> Aspect
EqpSlot EqpSlot
EqpSlotWeaponBig
, Int -> Aspect
toVelocity 0 ]
, ieffects :: [Effect]
ieffects = [Dice -> Effect
Burn 4]
, idesc :: Text
idesc = "Laser ablation is the safest and most accurate of sharpening method. Misaligned optics with broken shielding, however, change the situation dramatically, enabling stray laser pulses to escape at unpredictable angles."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = []
}
crowbar :: ItemKind
crowbar = $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 = "crowbar"
, ifreq :: Freqs ItemKind
ifreq = [ (GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
BREACHING_TOOL, 1), (GroupName ItemKind
S_CROWBAR, 1)
, (GroupName ItemKind
STARTING_WEAPON, 30) ]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
BrCyan]
, icount :: Dice
icount = 1
, iweight :: Int
iweight = 1000
, irarity :: Rarity
irarity = [(1, 5), (3 Double -> Double -> Double
forall a. Num a => a -> a -> a
* 10Double -> Double -> Double
forall a. Fractional a => a -> a -> a
/15, 5), (4 Double -> Double -> Double
forall a. Num a => a -> a -> a
* 10Double -> Double -> Double
forall a. Fractional a => a -> a -> a
/15, 1)]
, iverbHit :: Text
iverbHit = "gouge"
, idamage :: Dice
idamage = 2 Int -> Int -> Dice
`d` 1
, 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` 3
, Flag -> Aspect
SetFlag Flag
Durable, Flag -> Aspect
SetFlag Flag
Meleeable
, EqpSlot -> Aspect
EqpSlot EqpSlot
EqpSlotWeaponFast
, Int -> Aspect
toVelocity 0 ]
, ieffects :: [Effect]
ieffects = [Int -> Effect
RefillHP (-3)]
, idesc :: Text
idesc = "This is a heavy and pointy piece of steel that can be employed as an improvised melee weapon. It is also usable as a breaching tool, though rather injurious."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = []
}
catsPaw :: ItemKind
catsPaw = $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 = "cat's paw"
, ifreq :: Freqs ItemKind
ifreq = [ (GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
BREACHING_TOOL, 1)
, (GroupName ItemKind
STARTING_WEAPON, 15) ]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
Cyan]
, icount :: Dice
icount = 1
, iweight :: Int
iweight = 500
, irarity :: Rarity
irarity = [(1, 12), (3 Double -> Double -> Double
forall a. Num a => a -> a -> a
* 10Double -> Double -> Double
forall a. Fractional a => a -> a -> a
/15, 12), (4 Double -> Double -> Double
forall a. Num a => a -> a -> a
* 10Double -> Double -> Double
forall a. Fractional a => a -> a -> a
/15, 1)]
, iverbHit :: Text
iverbHit = "paw"
, idamage :: Dice
idamage = 1 Int -> Int -> Dice
`d` 1
, iaspects :: [Aspect]
iaspects = [ Dice -> Aspect
Timeout (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
, Flag -> Aspect
SetFlag Flag
Durable, Flag -> Aspect
SetFlag Flag
Meleeable
, EqpSlot -> Aspect
EqpSlot EqpSlot
EqpSlotWeaponFast
, Int -> Aspect
toVelocity 0 ]
, ieffects :: [Effect]
ieffects = [Int -> Effect
RefillHP (-2)]
, idesc :: Text
idesc = "This is a sturdy and pointy piece of steel that can be employed as an improvised melee weapon. It is also usable as a breaching tool, though not a particularly safe one."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = []
}
shortClub :: ItemKind
shortClub = $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 = "short club"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
S_SHORT_CLUB, 1), (GroupName ItemKind
STARTING_WEAPON, 700)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
BrBlue]
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = [(1, 1)]
, iverbHit :: Text
iverbHit = "club"
, iweight :: Int
iweight = 2500
, idamage :: Dice
idamage = 2 Int -> Int -> Dice
`d` 1
, iaspects :: [Aspect]
iaspects = [ Flag -> Aspect
SetFlag Flag
Durable, Flag -> Aspect
SetFlag Flag
Meleeable, EqpSlot -> Aspect
EqpSlot EqpSlot
EqpSlotWeaponFast
, Int -> Aspect
toVelocity 60 ]
, ieffects :: [Effect]
ieffects = [Int -> Effect
RefillHP (-1)]
, idesc :: Text
idesc = "Simplicity."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = []
}
longClub :: ItemKind
longClub = ItemKind
shortClub
{ iname :: Text
iname = "long club"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
S_LONG_CLUB, 1), (GroupName ItemKind
STARTING_WEAPON, 500)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
Magenta]
, iweight :: Int
iweight = 3500
, idamage :: Dice
idamage = 3 Int -> Int -> Dice
`d` 1
, 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
, Flag -> Aspect
SetFlag Flag
Durable, Flag -> Aspect
SetFlag Flag
Meleeable, EqpSlot -> Aspect
EqpSlot EqpSlot
EqpSlotWeaponFast
, Int -> Aspect
toVelocity 0 ]
, ieffects :: [Effect]
ieffects = [Int -> Effect
RefillHP (-2)]
, idesc :: Text
idesc = "Simplicity, long version."
}
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 = "sledgehammer"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
HAMMER_UNKNOWN, 1)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipFancy [Color
BrMagenta]
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = [(1, 2), (3, 2), (7, 25), (9, 1)]
, iverbHit :: Text
iverbHit = "club"
, iweight :: Int
iweight = 4000
, idamage :: Dice
idamage = 0
, iaspects :: [Aspect]
iaspects = [ GroupName ItemKind -> Aspect
PresentAs GroupName ItemKind
HAMMER_UNKNOWN
, Flag -> Aspect
SetFlag Flag
Durable, Flag -> Aspect
SetFlag Flag
Meleeable, EqpSlot -> Aspect
EqpSlot EqpSlot
EqpSlotWeaponBig
, Int -> Aspect
toVelocity 0 ]
, ieffects :: [Effect]
ieffects = []
, idesc :: Text
idesc = "One of many kinds of hammers employed in construction work. The usual ones with blunt heads don't cause grave wounds, but enough weight on a long handle can shake and bruise even most armored foes. However, larger hammers require more time to recover after a swing."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = []
}
hammer1 :: ItemKind
hammer1 = ItemKind
hammerTemplate
{ ifreq :: Freqs ItemKind
ifreq = [ (GroupName ItemKind
COMMON_ITEM, 100)
, (GroupName ItemKind
STARTING_WEAPON, 50), (GroupName ItemKind
STARTING_HAMMER, 80)
, (GroupName ItemKind
S_SHORT_BLUNT_HAMMER, 1) ]
, iaspects :: [Aspect]
iaspects = Dice -> Aspect
Timeout 6
Aspect -> [Aspect] -> [Aspect]
forall a. a -> [a] -> [a]
: ItemKind -> [Aspect]
iaspects ItemKind
hammerTemplate
, ieffects :: [Effect]
ieffects = [Int -> Effect
RefillHP (-5)]
, idesc :: Text
idesc = "One of many kinds of hammers employed in construction work. This is the usual one, with a blunt head and a short handle that, with a vice, may be pushed out and replaced with a longer pole."
}
hammer2 :: ItemKind
hammer2 = ItemKind
hammerTemplate
{ ifreq :: Freqs ItemKind
ifreq = [ (GroupName ItemKind
COMMON_ITEM, 10)
, (GroupName ItemKind
STARTING_WEAPON, 5), (GroupName ItemKind
STARTING_HAMMER, 5)
, (GroupName ItemKind
BONDING_TOOL, 1) ]
, irarity :: Rarity
irarity = [(1, 4), (3, 4), (7, 40)]
, iverbHit :: Text
iverbHit = "puncture"
, idamage :: Dice
idamage = 3 Int -> Int -> Dice
`d` 1
, 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 [Aspect] -> [Aspect] -> [Aspect]
forall a. Eq a => [a] -> [a] -> [a]
\\ [EqpSlot -> Aspect
EqpSlot EqpSlot
EqpSlotWeaponBig])
, ieffects :: [Effect]
ieffects = [Int -> Effect
RefillHP (-3)]
, idesc :: Text
idesc = "Upon closer inspection, this hammer, or pick, turns out particularly well balanced. The profiled handle seamlessly joins the head, which focuses the blow at a sharp point, compensating for the tool's modest size. This makes it capable of permanently smashing objects together, though any fumble results in hands smashed as well."
}
hammer3 :: ItemKind
hammer3 = ItemKind
hammerTemplate
{ ifreq :: Freqs ItemKind
ifreq = [ (GroupName ItemKind
COMMON_ITEM, 4), (GroupName ItemKind
STARTING_WEAPON, 2)
, (GroupName ItemKind
S_LONG_BLUNT_HAMMER, 1) ]
, iweight :: Int
iweight = 6000
, iaspects :: [Aspect]
iaspects = [ Dice -> Aspect
Timeout 12
, 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
`d` 4) Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
* 3 ]
[Aspect] -> [Aspect] -> [Aspect]
forall a. [a] -> [a] -> [a]
++ ItemKind -> [Aspect]
iaspects ItemKind
hammerTemplate
, ieffects :: [Effect]
ieffects = [Int -> Effect
RefillHP (-8)]
, idesc :: Text
idesc = "This maul sports a particularly long pole that increases the momentum of the blunt head's swing, at the cost of long recovery."
}
hammer4 :: ItemKind
hammer4 = ItemKind
hammer1
{ ifreq :: Freqs ItemKind
ifreq = [ (GroupName ItemKind
COMMON_ITEM, 4), (GroupName ItemKind
STARTING_WEAPON, 2)
, (GroupName ItemKind
S_SHORT_SHARP_HAMMER, 1) ]
, iverbHit :: Text
iverbHit = "cleave"
, idamage :: Dice
idamage = 3 Int -> Int -> Dice
`d` 1
, idesc :: Text
idesc = "This hammer's head has it's protruding edges sharpened. Otherwise, it's pretty ordinary, with a short handle."
}
hammer5 :: ItemKind
hammer5 = ItemKind
hammer3
{ ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
COMMON_ITEM, 1), (GroupName ItemKind
S_LONG_SHARP_HAMMER, 1)]
, iverbHit :: Text
iverbHit = "cleave"
, idamage :: Dice
idamage = 3 Int -> Int -> Dice
`d` 1
, idesc :: Text
idesc = "This maul features a head with the edge of the narrow end sharpened for cutting. Such long-hafted hammers require more time to recover after a swing, but the momentum alone can shake and bruise even armored foes that can't be harmed by sharp edges."
}
hammerParalyze :: ItemKind
hammerParalyze = ItemKind
hammerTemplate
{ iname :: Text
iname = "The Concussion Hammer"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
TREASURE, 40), (GroupName ItemKind
STARTING_HAMMER, 5)]
, irarity :: Rarity
irarity = [(5, 1), (8, 6)]
, idamage :: Dice
idamage = 3 Int -> Int -> Dice
`d` 1
, iaspects :: [Aspect]
iaspects = [ Flag -> Aspect
SetFlag Flag
Unique
, Dice -> Aspect
Timeout 10 ]
[Aspect] -> [Aspect] -> [Aspect]
forall a. [a] -> [a] -> [a]
++ ItemKind -> [Aspect]
iaspects ItemKind
hammerTemplate
, ieffects :: [Effect]
ieffects = [Int -> Effect
RefillHP (-8), Dice -> Effect
Paralyze 10]
, idesc :: Text
idesc = "This exquisite demolition hammer with a titanium head and exceptionally long synthetic handle leaves no wall and no body standing."
}
hammerSpark :: ItemKind
hammerSpark = ItemKind
hammerTemplate
{ iname :: Text
iname = "The Grand Smithhammer"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
TREASURE, 40), (GroupName ItemKind
BONDING_TOOL, 1), (GroupName ItemKind
MUSEAL, 100)]
, irarity :: Rarity
irarity = [(5, 1), (8, 6)]
, iweight :: Int
iweight = 5000
, iaspects :: [Aspect]
iaspects = [ Flag -> Aspect
SetFlag Flag
Unique
, Dice -> Aspect
Timeout 8
, Skill -> Dice -> Aspect
AddSkill Skill
SkHurtMelee (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` 10) Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
* 5
, EqpSlot -> Aspect
EqpSlot EqpSlot
EqpSlotWeaponBig
, Flag -> Aspect
SetFlag Flag
Durable, Flag -> Aspect
SetFlag Flag
Meleeable
, Int -> Aspect
toVelocity 0 ]
, ieffects :: [Effect]
ieffects = [ GroupName ItemKind -> Effect
Explode GroupName ItemKind
S_SPARK
, Int -> Effect
RefillHP (-15) ]
, idesc :: Text
idesc = "High carbon steel of this heavy old hammer doesn't yield even to the newest alloys and produces fountains of sparks in defiance. Whatever it forge-welds together, stays together. Don't try to use it without training, however."
}
knife :: ItemKind
knife = $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 = "cleaver"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
STARTING_WEAPON, 100), (GroupName ItemKind
S_CLEAVER, 1)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
BrCyan]
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = [(1, 3), (3, 3), (5, 40), (9, 1)]
, iverbHit :: Text
iverbHit = "cut"
, iweight :: Int
iweight = 1000
, idamage :: Dice
idamage = 5 Int -> Int -> Dice
`d` 1
, iaspects :: [Aspect]
iaspects = [ Dice -> Aspect
Timeout 3
, Skill -> Dice -> Aspect
AddSkill Skill
SkHurtMelee (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
+ 1 Int -> Int -> Dice
`dL` 3) Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
* 3
, 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 heavy professional kitchen blade. Will do fine cutting any kind of meat, bone and an occasional metal can. 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
knife
{ iname :: Text
iname = "The Double Dagger"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
TREASURE, 40), (GroupName ItemKind
MUSEAL, 100)]
, irarity :: Rarity
irarity = [(1, 3), (10, 2)]
, iaspects :: [Aspect]
iaspects = Flag -> Aspect
SetFlag Flag
Unique
Aspect -> [Aspect] -> [Aspect]
forall a. a -> [a] -> [a]
: ItemKind -> [Aspect]
iaspects ItemKind
knife
, ieffects :: [Effect]
ieffects = [Int -> Dice -> Effect
Discharge 1 50, Effect
Yell]
, idesc :: Text
idesc = "An antique double dagger that a focused fencer can use to catch and twist away an opponent's blade."
}
dagger :: ItemKind
dagger = ItemKind
knife
{ iname :: Text
iname = "dagger"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
COMMON_ITEM, 4), (GroupName ItemKind
S_DAGGER, 1), (GroupName ItemKind
STARTING_WEAPON, 4)]
, iverbHit :: Text
iverbHit = "open"
, irarity :: Rarity
irarity = [(7, 20)]
, idamage :: Dice
idamage = 7 Int -> Int -> Dice
`d` 1
, idesc :: Text
idesc = "A double-edged knife with a sharp tip that penetrates the smallest defence gaps, making it especially useful in conjunction with a larger but less nimble weapon."
}
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
symbolPolearm
, iname :: Text
iname = "sharpened pipe"
, ifreq :: Freqs ItemKind
ifreq = [ (GroupName ItemKind
COMMON_ITEM, 4), (GroupName ItemKind
STARTING_WEAPON, 30)
, (GroupName ItemKind
S_SHARPENED_PIPE, 1) ]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipFancy [Color
BrCyan]
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = [(3, 1), (6, 15)]
, iverbHit :: Text
iverbHit = "stab"
, iweight :: Int
iweight = 2000
, idamage :: Dice
idamage = 10 Int -> Int -> Dice
`d` 1
, iaspects :: [Aspect]
iaspects = [ Dice -> Aspect
Timeout 7
, EqpSlot -> Aspect
EqpSlot EqpSlot
EqpSlotWeaponBig
, Flag -> Aspect
SetFlag Flag
Durable, Flag -> Aspect
SetFlag Flag
Meleeable
, Int -> Aspect
toVelocity 40 ]
, ieffects :: [Effect]
ieffects = []
, idesc :: Text
idesc = "A makeshift weapon of simple design, but great potential."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = []
}
swordImpress :: ItemKind
swordImpress = ItemKind
sword
{ isymbol :: Char
isymbol = Char
symbolEdged
, iname :: Text
iname = "The Master's Sword"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
TREASURE, 40), (GroupName ItemKind
MUSEAL, 100)]
, irarity :: Rarity
irarity = [(5, 1), (8, 6)]
, iverbHit :: Text
iverbHit = "slash"
, 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-balanced museum piece. It has a history and in the right hands lends itself to impressive shows of fencing skill."
}
swordNullify :: ItemKind
swordNullify = ItemKind
sword
{ isymbol :: Char
isymbol = Char
symbolEdged
, iname :: Text
iname = "The Blunt Rapier"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
TREASURE, 50), (GroupName ItemKind
S_RAPIER_BLUNT, 1)]
, iverbHit :: Text
iverbHit = "pierce"
, irarity :: Rarity
irarity = [(5, 1), (8, 6)]
, idamage :: Dice
idamage = 7 Int -> Int -> Dice
`d` 1
, iaspects :: [Aspect]
iaspects = [ Flag -> Aspect
SetFlag Flag
Unique, Dice -> Aspect
Timeout 3, EqpSlot -> Aspect
EqpSlot EqpSlot
EqpSlotWeaponFast
, Flag -> Aspect
SetFlag Flag
Durable, Flag -> Aspect
SetFlag Flag
Meleeable
, Int -> Aspect
toVelocity 40 ]
, ieffects :: [Effect]
ieffects = []
, idesc :: Text
idesc = "An exuberant hand-forged roasting implement, intentionally and wisely kept blunt."
}
swordNullifySharp :: ItemKind
swordNullifySharp = ItemKind
swordNullify
{ iname :: Text
iname = "The Roasting Rapier"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
S_RAPIER_SHARP, 1)]
, idamage :: Dice
idamage = 10 Int -> Int -> Dice
`d` 1
, ieffects :: [Effect]
ieffects = [ Int -> Int -> CStore -> GroupName ItemKind -> Effect
DropItem 1 Int
forall a. Bounded a => a
maxBound CStore
COrgan GroupName ItemKind
CONDITION
, Int -> Effect
RefillCalm (-10)
, Effect
Yell ]
, idesc :: Text
idesc = "A thin, acutely sharp steel blade that pierces deeply and sends its victim into abrupt, sobering shock. Originally, an exuberant hand-forged roasting implement, intentionally and wisely kept blunt."
}
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 = "pole cleaver"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
COMMON_ITEM, 3), (GroupName ItemKind
STARTING_WEAPON, 70), (GroupName ItemKind
S_POLE_CLEAVER, 1)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
BrYellow]
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = [(5, 1), (10, 3)]
, iverbHit :: Text
iverbHit = "slice"
, iweight :: Int
iweight = 3500
, idamage :: Dice
idamage = 11 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
$ (-12 Dice -> Dice -> Dice
forall a. Num a => a -> a -> a
+ 1 Int -> Int -> Dice
`d` 4 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 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 but deadly weapon made of a long kitchen cleaver glued and bound 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 = []
}
oxTongue :: ItemKind
oxTongue = ItemKind
halberd
{ iname :: Text
iname = "long spear"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
COMMON_ITEM, 1), (GroupName ItemKind
S_LONG_SPEAR, 1)]
, iverbHit :: Text
iverbHit = "impale"
, idamage :: Dice
idamage = 13 Int -> Int -> Dice
`d` 1
, idesc :: Text
idesc = "An improvised but deadly weapon made of a long, sharp dagger glued and bound to a long pole. Not often one succeeds in making enough space to thrust it freely, but even when stuck between terrain obstacles it blocks approaches effectively and makes using other weapons difficult, both by friends and foes."
}
halberdPushActor :: ItemKind
halberdPushActor = ItemKind
halberd
{ iname :: Text
iname = "The Blunt Swiss Halberd"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
CRAWL_ITEM, 30), (GroupName ItemKind
S_HALBERD_BLUNT, 1)]
, irarity :: Rarity
irarity = [(7, 0), (9, 8)]
, 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 perfect replica made for a reenactor troupe, hardened, but missing any sharpening. Versatile, with great reach and leverage. Foes are held at a distance."
}
halberdPushActorSharp :: ItemKind
halberdPushActorSharp = ItemKind
halberdPushActor
{ iname :: Text
iname = "The Swiss Halberd"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
S_HALBERD_SHARP, 1)]
, idamage :: Dice
idamage = 13 Int -> Int -> Dice
`d` 1
, idesc :: Text
idesc = "A perfect replica made for a reenactor troupe, hardened, sharpened. Versatile, with great reach and leverage. Foes are held at a distance."
}
fireAxe :: ItemKind
fireAxe = $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 = "fire axe"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
TREASURE, 20), (GroupName ItemKind
S_FIRE_AXE, 1), (GroupName ItemKind
FIRE_FIGHTING_ITEM, 5)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
BrRed]
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = [(1, 1)]
, iverbHit :: Text
iverbHit = "gouge"
, iweight :: Int
iweight = 1600
, idamage :: Dice
idamage = 9 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 = "An axe with a spike: once used for fire fighting, now turned to a bloodier purpose."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = []
}
pollaxe :: ItemKind
pollaxe = ItemKind
fireAxe
{ iname :: Text
iname = "pollaxe"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
TREASURE, 2), (GroupName ItemKind
S_POLL_AXE, 1)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
BrRed]
, iverbHit :: Text
iverbHit = "carve"
, iweight :: Int
iweight = 4500
, idamage :: Dice
idamage = 15 Int -> Int -> Dice
`d` 1
, iaspects :: [Aspect]
iaspects = [ Dice -> Aspect
Timeout (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
`dL` 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 = [Effect -> Effect
OnUser (Int -> Dice -> Effect
Discharge 5 50)]
, idesc :: Text
idesc = "A long-hafted spiked axe: great reach and momentum, but so unbalanced that fighters swinging it can't control their combat stance."
}
militaryKnife :: ItemKind
militaryKnife = ItemKind
knife
{ iname :: Text
iname = "military knife"
, ifreq :: Freqs ItemKind
ifreq = [ (GroupName ItemKind
TREASURE, 1), (GroupName ItemKind
WIRECUTTING_TOOL, 2), (GroupName ItemKind
MERCENARY_WEAPON, 70)
, (GroupName ItemKind
STARTING_WEAPON, 3) ]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipFancy [Color
Green]
, irarity :: Rarity
irarity = [(10, 15)]
, iweight :: Int
iweight = 500
, idamage :: Dice
idamage = 7 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` 3 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
Meleeable
, EqpSlot -> Aspect
EqpSlot EqpSlot
EqpSlotWeaponFast
, Int -> Aspect
toVelocity 50 ]
, ieffects :: [Effect]
ieffects = [ Int -> Effect
RefillHP (-1)
, Int -> Int -> CStore -> GroupName ItemKind -> Effect
DropItem 1 Int
forall a. Bounded a => a
maxBound CStore
COrgan GroupName ItemKind
CONDITION ]
, idesc :: Text
idesc = "Military design laser-sharpened alloy blade able to cleanly open an artery at the lightest touch through layers of fabric. Despite its modest size, it defeats barbed wire in one slice."
}
militaryBaton :: ItemKind
militaryBaton = $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 = "military stun gun"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
TREASURE, 1), (GroupName ItemKind
MERCENARY_WEAPON, 30)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipFancy [Color
Green]
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = [(10, 10)]
, iverbHit :: Text
iverbHit = "prod"
, iweight :: Int
iweight = 1000
, idamage :: Dice
idamage = 6 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 = [Int -> Dice -> Effect
Discharge 1 100, Int -> Effect
RefillCalm (-50)]
, idesc :: Text
idesc = "A direct contact electroshock weapon with unlimited and fast recharging. Ideal for close quarter fights inside space habitats, where preserving the integrity of the outer hull is paramount."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = []
}
cattleProd :: ItemKind
cattleProd = ItemKind
militaryBaton
{ iname :: Text
iname = "electric cattle prod"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
COMMON_ITEM, 100)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
Brown]
, irarity :: Rarity
irarity = [(8, 5)]
, idamage :: Dice
idamage = 5 Int -> Int -> Dice
`d` 1
, ieffects :: [Effect]
ieffects = [Int -> Dice -> Effect
Discharge 1 60, Int -> Effect
RefillCalm (-30)]
, idesc :: Text
idesc = "Used for subduing unruly zoo animals."
}
gardenMsg :: Effect
gardenMsg :: Effect
gardenMsg = Text -> Text -> Effect
VerbMsgFail "feel the gardening tool fracture" "."
gardenDestruct :: GroupName ItemKind -> Effect
gardenDestruct :: GroupName ItemKind -> Effect
gardenDestruct grp :: GroupName ItemKind
grp =
Effect -> Effect
OnUser (Effect -> Effect) -> Effect -> Effect
forall a b. (a -> b) -> a -> b
$ [Effect] -> Effect
OneOf ([Effect] -> Effect) -> [Effect] -> Effect
forall a b. (a -> b) -> a -> b
$
Int -> Int -> CStore -> GroupName ItemKind -> Effect
DestroyItem 1 1 CStore
CEqp GroupName ItemKind
grp
Effect -> Effect -> Effect
`AndEffect`
[Effect] -> Effect
SeqEffect [ Maybe Int -> CStore -> GroupName ItemKind -> TimerDice -> Effect
CreateItem Maybe Int
forall a. Maybe a
Nothing CStore
CStash GroupName ItemKind
HANDLE TimerDice
timerNone
, Maybe Int -> CStore -> GroupName ItemKind -> TimerDice -> Effect
CreateItem Maybe Int
forall a. Maybe a
Nothing CStore
CStash GroupName ItemKind
STEEL_SCRAP TimerDice
timerNone ]
Effect -> [Effect] -> [Effect]
forall a. a -> [a] -> [a]
: Int -> Effect -> [Effect]
forall a. Int -> a -> [a]
replicate 3 Effect
gardenMsg
grassStitcher :: ItemKind
grassStitcher = $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 = "grass stitcher"
, ifreq :: Freqs ItemKind
ifreq = [ (GroupName ItemKind
COMMON_ITEM, 10), (GroupName ItemKind
HANDLE_AND_STEEL, 1)
, (GroupName ItemKind
GARDENING_TOOL, 100), (GroupName ItemKind
S_GRASS_STITCHER, 1) ]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
Green]
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = [(1, 1)]
, iverbHit :: Text
iverbHit = "stab"
, iweight :: Int
iweight = 500
, idamage :: Dice
idamage = 5 Int -> Int -> Dice
`d` 1
, iaspects :: [Aspect]
iaspects = [ Dice -> Aspect
Timeout 3
, Flag -> Aspect
SetFlag Flag
Durable, Flag -> Aspect
SetFlag Flag
Meleeable
, EqpSlot -> Aspect
EqpSlot EqpSlot
EqpSlotWeaponFast
, Int -> Aspect
toVelocity 30 ]
, ieffects :: [Effect]
ieffects = [GroupName ItemKind -> Effect
gardenDestruct GroupName ItemKind
S_GRASS_STITCHER]
, idesc :: Text
idesc = ""
, ikit :: [(GroupName ItemKind, CStore)]
ikit = [(GroupName ItemKind
GARDENING_TOOL, CStore
CGround), (GroupName ItemKind
GARDENING_TOOL, CStore
CGround)]
}
ladiesFork :: ItemKind
ladiesFork = ItemKind
grassStitcher
{ iname :: Text
iname = "ladies' fork"
, ifreq :: Freqs ItemKind
ifreq = [ (GroupName ItemKind
COMMON_ITEM, 10), (GroupName ItemKind
HANDLE_AND_STEEL, 1)
, (GroupName ItemKind
GARDENING_TOOL, 100), (GroupName ItemKind
S_LADIES_FORK, 1) ]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipFancy [Color
Green]
, iweight :: Int
iweight = 1000
, idamage :: Dice
idamage = 6 Int -> Int -> Dice
`d` 1
, iaspects :: [Aspect]
iaspects = [ Dice -> Aspect
Timeout 5
, Flag -> Aspect
SetFlag Flag
Durable, Flag -> Aspect
SetFlag Flag
Meleeable
, EqpSlot -> Aspect
EqpSlot EqpSlot
EqpSlotWeaponBig
, Int -> Aspect
toVelocity 40 ]
, ieffects :: [Effect]
ieffects = [GroupName ItemKind -> Effect
gardenDestruct GroupName ItemKind
S_LADIES_FORK]
, idesc :: Text
idesc = ""
, ikit :: [(GroupName ItemKind, CStore)]
ikit = [(GroupName ItemKind
GARDENING_TOOL, CStore
CGround)]
}
hoe :: ItemKind
hoe = ItemKind
grassStitcher
{ isymbol :: Char
isymbol = Char
symbolHafted
, iname :: Text
iname = "hoe"
, ifreq :: Freqs ItemKind
ifreq = [ (GroupName ItemKind
COMMON_ITEM, 10), (GroupName ItemKind
HANDLE_AND_STEEL, 1)
, (GroupName ItemKind
GARDENING_TOOL, 100), (GroupName ItemKind
S_HOE, 1) ]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipFancy [Color
Cyan]
, iverbHit :: Text
iverbHit = "hack"
, iweight :: Int
iweight = 1000
, idamage :: Dice
idamage = 7 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 = [GroupName ItemKind -> Effect
gardenDestruct GroupName ItemKind
S_HOE]
, idesc :: Text
idesc = ""
, ikit :: [(GroupName ItemKind, CStore)]
ikit = [(GroupName ItemKind
GARDENING_TOOL, CStore
CGround)]
}
spade :: ItemKind
spade = ItemKind
grassStitcher
{ isymbol :: Char
isymbol = Char
symbolHafted
, iname :: Text
iname = "spade"
, ifreq :: Freqs ItemKind
ifreq = [ (GroupName ItemKind
COMMON_ITEM, 10), (GroupName ItemKind
HANDLE_AND_STEEL, 1)
, (GroupName ItemKind
GARDENING_TOOL, 100), (GroupName ItemKind
S_SPADE, 1) ]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
Cyan]
, iverbHit :: Text
iverbHit = "cut"
, iweight :: Int
iweight = 2000
, idamage :: Dice
idamage = 8 Int -> Int -> Dice
`d` 1
, iaspects :: [Aspect]
iaspects = [ Dice -> Aspect
Timeout 9
, Flag -> Aspect
SetFlag Flag
Durable, Flag -> Aspect
SetFlag Flag
Meleeable
, EqpSlot -> Aspect
EqpSlot EqpSlot
EqpSlotWeaponBig
, Int -> Aspect
toVelocity 50 ]
, ieffects :: [Effect]
ieffects = [GroupName ItemKind -> Effect
gardenDestruct GroupName ItemKind
S_SPADE]
, idesc :: Text
idesc = ""
, ikit :: [(GroupName ItemKind, CStore)]
ikit = []
}
treePruner :: ItemKind
treePruner = ItemKind
grassStitcher
{ iname :: Text
iname = "long reach tree pruner"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
POLE_AND_STEEL, 1)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipFancy [Color
BrRed]
, irarity :: Rarity
irarity = [(1, 12)]
, iweight :: Int
iweight = 4500
, idamage :: Dice
idamage = 3 Int -> Int -> Dice
`d` 1
, iaspects :: [Aspect]
iaspects = [ Dice -> Aspect
Timeout 7
, Skill -> Dice -> Aspect
AddSkill Skill
SkArmorMelee 20
, Flag -> Aspect
SetFlag Flag
Durable, Flag -> Aspect
SetFlag Flag
Meleeable
, EqpSlot -> Aspect
EqpSlot EqpSlot
EqpSlotArmorMelee
, Int -> Aspect
toVelocity 50 ]
, ieffects :: [Effect]
ieffects = []
, idesc :: Text
idesc = "A heavy tree lopper on a sturdy long pole."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = [(GroupName ItemKind
GARDENING_TOOL, CStore
CGround)]
}
cleaningPole :: ItemKind
cleaningPole = ItemKind
grassStitcher
{ iname :: Text
iname = "window cleaning pole"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
POLE_AND_STEEL, 1)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
Blue]
, irarity :: Rarity
irarity = [(10, 6)]
, iweight :: Int
iweight = 3500
, idamage :: Dice
idamage = 2 Int -> Int -> Dice
`d` 1
, iaspects :: [Aspect]
iaspects = [ Skill -> Dice -> Aspect
AddSkill Skill
SkArmorMelee 10
, Flag -> Aspect
SetFlag Flag
Durable, Flag -> Aspect
SetFlag Flag
Meleeable
, EqpSlot -> Aspect
EqpSlot EqpSlot
EqpSlotArmorMelee
, Int -> Aspect
toVelocity 40 ]
, ieffects :: [Effect]
ieffects = []
, idesc :: Text
idesc = "A cleaning contraption for glass surfaces, mounted on a long synthetic pole."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = []
}
staff :: ItemKind
staff = ItemKind
grassStitcher
{ isymbol :: Char
isymbol = Char
symbolHafted
, iname :: Text
iname = "wooden staff"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
HANDLE, 70), (GroupName ItemKind
POLE_OR_HANDLE, 55), (GroupName ItemKind
S_STAFF, 1)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
Brown]
, iverbHit :: Text
iverbHit = "prod"
, iweight :: Int
iweight = 1000
, idamage :: Dice
idamage = 1 Int -> Int -> Dice
`d` 1
, iaspects :: [Aspect]
iaspects = [ Flag -> Aspect
SetFlag Flag
Durable
, Int -> Aspect
toVelocity 30 ]
, ieffects :: [Effect]
ieffects = []
, idesc :: Text
idesc = "A handle of a make-shift tool to be crafted."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = []
}
pipe :: ItemKind
pipe = ItemKind
staff
{ iname :: Text
iname = "metal pipe"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
HANDLE, 30), (GroupName ItemKind
POLE_OR_HANDLE, 15), (GroupName ItemKind
S_PIPE, 1)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipFancy [Color
BrBlue]
, idamage :: Dice
idamage = 2 Int -> Int -> Dice
`d` 1
, idesc :: Text
idesc = "Around a meter long, light, strong and hard alloy pipe. With one or both ends cut diagonally and sharpened, this would become a formidable weapon."
}
longPole :: ItemKind
longPole = ItemKind
staff
{ iname :: Text
iname = "long pole"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
POLE, 90), (GroupName ItemKind
POLE_OR_HANDLE, 30)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
BrYellow]
, iweight :: Int
iweight = 3000
, idamage :: Dice
idamage = 2 Int -> Int -> Dice
`d` 1
, iaspects :: [Aspect]
iaspects = [ Skill -> Dice -> Aspect
AddSkill Skill
SkArmorMelee 10
, Flag -> Aspect
SetFlag Flag
Durable, Flag -> Aspect
SetFlag Flag
Meleeable
, EqpSlot -> Aspect
EqpSlot EqpSlot
EqpSlotArmorMelee
, Int -> Aspect
toVelocity 20 ]
, idesc :: Text
idesc = "Over two meters long, strong and light pole."
}
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 = [(GroupName ItemKind
GEM_UNKNOWN, 1), (GroupName ItemKind
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 = []
, iverbHit :: Text
iverbHit = "tap"
, iweight :: Int
iweight = 50
, idamage :: Dice
idamage = 0
, iaspects :: [Aspect]
iaspects = [GroupName ItemKind -> Aspect
PresentAs GroupName ItemKind
GEM_UNKNOWN, Flag -> Aspect
SetFlag Flag
Precious]
, ieffects :: [Effect]
ieffects = []
, idesc :: Text
idesc = "Precious, though useless. Worth around 100 gold grains."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = []
}
gem1 :: ItemKind
gem1 = ItemKind
gemTemplate
{ ifreq :: Freqs ItemKind
ifreq = [ (GroupName ItemKind
TREASURE, 100), (GroupName ItemKind
GEM, 100), (GroupName ItemKind
ANY_JEWELRY, 10)
, (GroupName ItemKind
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 = [ (GroupName ItemKind
TREASURE, 150), (GroupName ItemKind
GEM, 100), (GroupName ItemKind
ANY_JEWELRY, 10)
, (GroupName ItemKind
VALUABLE, 100) ]
, irarity :: Rarity
irarity = [(5, 0), (7, 25), (10, 8)]
}
gem3 :: ItemKind
gem3 = ItemKind
gem1
{ ifreq :: Freqs ItemKind
ifreq = [ (GroupName ItemKind
TREASURE, 150), (GroupName ItemKind
GEM, 100), (GroupName ItemKind
ANY_JEWELRY, 10)
, (GroupName ItemKind
VALUABLE, 100) ]
, irarity :: Rarity
irarity = [(7, 0), (8, 30), (10, 8)]
}
gem4 :: ItemKind
gem4 = ItemKind
gem1
{ ifreq :: Freqs ItemKind
ifreq = [ (GroupName ItemKind
TREASURE, 150), (GroupName ItemKind
GEM, 100), (GroupName ItemKind
ANY_JEWELRY, 30)
, (GroupName ItemKind
VALUABLE, 100) ]
, irarity :: Rarity
irarity = [(9, 0), (10, 40)]
}
gem5 :: ItemKind
gem5 = ItemKind
gem1
{ isymbol :: Char
isymbol = Char
symbolSpecial
, iname :: Text
iname = "stimpack"
, ifreq :: Freqs ItemKind
ifreq = [ (GroupName ItemKind
TREASURE, 200), (GroupName ItemKind
GEM, 25), (GroupName ItemKind
ANY_JEWELRY, 10)
, (GroupName ItemKind
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 = "Calms, heals, invigorates, rejuvenates and smells nice. No side-effects. As valuable as precious gems, at 100 gold grains each."
}
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 grain"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
CURRENCY_UNKNOWN, 1), (GroupName ItemKind
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 = 1
, idamage :: Dice
idamage = 0
, iaspects :: [Aspect]
iaspects = [GroupName ItemKind -> Aspect
PresentAs GroupName ItemKind
CURRENCY_UNKNOWN, Flag -> Aspect
SetFlag Flag
Precious]
, ieffects :: [Effect]
ieffects = []
, idesc :: Text
idesc = "Reliably valuable in every civilized place."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = []
}
currency :: ItemKind
currency = ItemKind
currencyTemplate
{ ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
TREASURE, 100), (GroupName ItemKind
S_CURRENCY, 100), (GroupName ItemKind
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
}
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 = [(GroupName ItemKind
COMMON_ITEM, 100), (GroupName ItemKind
POLE, 10)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipFancy [Color
White]
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = [(6, 14)]
, iverbHit :: Text
iverbHit = "prod"
, iweight :: Int
iweight = 4000
, idamage :: Dice
idamage = 0
, iaspects :: [Aspect]
iaspects = [ 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
`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 GroupName ItemKind
S_HASTED 1]
, idesc :: Text
idesc = "Makes you vulnerable at take-off, but then you are free like a bird."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = []
}
constructionHooter :: ItemKind
constructionHooter = ItemKind
necklaceTemplate
{ iname :: Text
iname = "construction hooter"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
CONSTRUCTION_HOOTER, 1), (GroupName ItemKind
COMMON_ITEM, 1), (GroupName ItemKind
ARMOR_LOOSE, 1)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
BrRed]
, irarity :: Rarity
irarity = [(1, 1)]
, iweight :: Int
iweight = 1000
, iaspects :: [Aspect]
iaspects = [ Skill -> Dice -> Aspect
AddSkill Skill
SkArmorMelee 2
, Flag -> Aspect
SetFlag Flag
Durable, Int -> Aspect
toVelocity 50
, Flag -> Aspect
SetFlag Flag
Equipable, EqpSlot -> Aspect
EqpSlot EqpSlot
EqpSlotArmorMelee]
, ieffects :: [Effect]
ieffects = [Effect
Yell, GroupName ItemKind -> Dice -> Effect
Summon GroupName ItemKind
CONSTRUCTION_ROBOT 1]
, idesc :: Text
idesc = "An emergency hooter for alarming human personnel in case their life is in danger. Worn by construction robots around their \"neck\", where it's least exposed, but even there it needs to be heavily armored and running on its own power supply."
}
wasteContainer :: ItemKind
wasteContainer = $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 = "waste container"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
WASTE_CONTAINER, 1), (GroupName ItemKind
WATER_SOURCE, 1), (GroupName ItemKind
ARMOR_LOOSE, 1)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipLiquid [Color
Green]
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = [(1, 1)]
, iverbHit :: Text
iverbHit = "spill over"
, iweight :: Int
iweight = 30000
, 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
* 30
, Skill -> Dice -> Aspect
AddSkill Skill
SkArmorMelee 20
, Skill -> Dice -> Aspect
AddSkill Skill
SkMaxCalm (-30)
, Flag -> Aspect
SetFlag Flag
Periodic, Flag -> Aspect
SetFlag Flag
Equipable
, EqpSlot -> Aspect
EqpSlot EqpSlot
EqpSlotArmorMelee ]
, ieffects :: [Effect]
ieffects = [ DetectKind -> Int -> Effect
Detect DetectKind
DetectLoot 20
, Condition -> Effect -> Effect
When (ActivationFlag -> Condition
TriggeredBy ActivationFlag
ActivationPeriodic) (Effect -> Effect) -> Effect -> Effect
forall a b. (a -> b) -> a -> b
$ [Effect] -> Effect
SeqEffect
[ GroupName ItemKind -> Dice -> Effect
Summon GroupName ItemKind
MOBILE_ANIMAL (Dice -> Effect) -> Dice -> Effect
forall a b. (a -> b) -> a -> b
$ 1 Int -> Int -> Dice
`dL` 2
, GroupName ItemKind -> Effect
Explode GroupName ItemKind
S_WASTE ] ]
, idesc :: Text
idesc = "Waste recognition and utilization subsystem. Detects any stray item not registered as a passenger's cargo. Leaks a little. But one man's trash is another man's treasure and so this item has many beneficial uses."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = []
}
spotlight :: ItemKind
spotlight = $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 = "spotlight"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
SPOTLIGHT, 1)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
White]
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = [(1, 1)]
, iverbHit :: Text
iverbHit = "illuminate"
, iweight :: Int
iweight = 3000
, idamage :: Dice
idamage = 0
, iaspects :: [Aspect]
iaspects = [ Skill -> Dice -> Aspect
AddSkill Skill
SkShine 3
, Skill -> Dice -> Aspect
AddSkill Skill
SkHurtMelee (-2)
, Flag -> Aspect
SetFlag Flag
Equipable, EqpSlot -> Aspect
EqpSlot EqpSlot
EqpSlotShine ]
, ieffects :: [Effect]
ieffects = [DetectKind -> Int -> Effect
Detect DetectKind
DetectHidden 10]
, idesc :: Text
idesc = "Powerful wide-beam spotlight in an unwieldy rack-mounted package. On full power, it can shine through thin construction surfaces, underlying fault lines."
, 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
symbolRing
, iname :: Text
iname = "visual sensor"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
COMMON_ITEM, 100)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
BrBlue]
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = [(1, 2)]
, iverbHit :: Text
iverbHit = "gaze at"
, iweight :: Int
iweight = 500
, 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
, Skill -> Dice -> Aspect
AddSkill Skill
SkMaxHP (-30)
, Flag -> Aspect
SetFlag Flag
Periodic ]
, ieffects :: [Effect]
ieffects = [ DetectKind -> Int -> Effect
Detect DetectKind
DetectActor 20
, Condition -> Effect -> Effect
When (ActivationFlag -> Condition
TriggeredBy ActivationFlag
ActivationPeriodic) (Effect -> Effect) -> Effect -> Effect
forall a b. (a -> b) -> a -> b
$ [Effect] -> Effect
SeqEffect
[ GroupName ItemKind -> Effect
Explode GroupName ItemKind
S_SINGLE_SPARK
, GroupName ItemKind -> Effect
toOrganNoTimer GroupName ItemKind
S_POISONED
, GroupName ItemKind -> Dice -> Effect
Summon GroupName ItemKind
MOBILE_ROBOT 1 ] ]
, idesc :: Text
idesc = "An oversize visual sensor freshly torn out of some unfortunate robot. It still sends a clear picture to unidentified receivers, even though the coolant liquid seeps from the seized servos and many internal contacts spark loose."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = []
}