module Content.ItemKindActor
(
pattern S_WOODEN_TORCH
, pattern HERO, pattern SCOUT_HERO, pattern RANGER_HERO, pattern ESCAPIST_HERO, pattern AMBUSHER_HERO, pattern BRAWLER_HERO, pattern SOLDIER_HERO, pattern CIVILIAN, pattern MONSTER, pattern MOBILE_MONSTER, pattern SCOUT_MONSTER, pattern ANIMAL, pattern MOBILE_ANIMAL, pattern IMMOBILE_ANIMAL
, pattern ADD_SIGHT, pattern ARMOR_RANGED, pattern ADD_NOCTO_1, pattern WEAK_ARROW, pattern LIGHT_ATTENUATOR, pattern FIREPROOF_CLOTH, pattern RING_OF_OPPORTUNITY_SNIPER, pattern ANY_ARROW, pattern STARTING_ARMOR, pattern STARTING_WEAPON, pattern GEM
, actorsGN, actorsGNSingleton
,
actors
) where
import Prelude ()
import Game.LambdaHack.Core.Prelude
import Content.ItemKindOrgan
import Game.LambdaHack.Content.ItemKind
import Game.LambdaHack.Definition.Ability
import Game.LambdaHack.Definition.Color
import Game.LambdaHack.Definition.Defs
import Game.LambdaHack.Definition.Flavour
actorsGNSingleton :: [GroupName ItemKind]
actorsGNSingleton :: [GroupName ItemKind]
actorsGNSingleton =
[GroupName ItemKind
S_WOODEN_TORCH]
pattern S_WOODEN_TORCH :: GroupName ItemKind
actorsGN :: [GroupName ItemKind]
actorsGN :: [GroupName ItemKind]
actorsGN =
[GroupName ItemKind
HERO, GroupName ItemKind
SCOUT_HERO, GroupName ItemKind
RANGER_HERO, GroupName ItemKind
ESCAPIST_HERO, GroupName ItemKind
AMBUSHER_HERO, GroupName ItemKind
BRAWLER_HERO, GroupName ItemKind
SOLDIER_HERO, GroupName ItemKind
CIVILIAN, GroupName ItemKind
MONSTER, GroupName ItemKind
MOBILE_MONSTER, GroupName ItemKind
SCOUT_MONSTER, GroupName ItemKind
ANIMAL, GroupName ItemKind
MOBILE_ANIMAL, GroupName ItemKind
IMMOBILE_ANIMAL]
[GroupName ItemKind]
-> [GroupName ItemKind] -> [GroupName ItemKind]
forall a. [a] -> [a] -> [a]
++ [GroupName ItemKind
ADD_SIGHT, GroupName ItemKind
ARMOR_RANGED, GroupName ItemKind
ADD_NOCTO_1, GroupName ItemKind
WEAK_ARROW, GroupName ItemKind
LIGHT_ATTENUATOR, GroupName ItemKind
FIREPROOF_CLOTH, GroupName ItemKind
RING_OF_OPPORTUNITY_SNIPER, GroupName ItemKind
ANY_ARROW, GroupName ItemKind
STARTING_ARMOR, GroupName ItemKind
STARTING_WEAPON, GroupName ItemKind
GEM]
pattern HERO, SCOUT_HERO, RANGER_HERO, ESCAPIST_HERO, AMBUSHER_HERO, BRAWLER_HERO, SOLDIER_HERO, CIVILIAN, MONSTER, MOBILE_MONSTER, SCOUT_MONSTER, ANIMAL, MOBILE_ANIMAL, IMMOBILE_ANIMAL :: GroupName ItemKind
pattern ADD_SIGHT, ARMOR_RANGED, ADD_NOCTO_1, WEAK_ARROW, LIGHT_ATTENUATOR, FIREPROOF_CLOTH, RING_OF_OPPORTUNITY_SNIPER, ANY_ARROW, STARTING_ARMOR, STARTING_WEAPON, GEM :: GroupName ItemKind
pattern $bHERO :: GroupName ItemKind
$mHERO :: forall r. GroupName ItemKind -> (Void# -> r) -> (Void# -> r) -> r
HERO = GroupName "hero"
pattern $bSCOUT_HERO :: GroupName ItemKind
$mSCOUT_HERO :: forall r. GroupName ItemKind -> (Void# -> r) -> (Void# -> r) -> r
SCOUT_HERO = GroupName "scout hero"
pattern $bRANGER_HERO :: GroupName ItemKind
$mRANGER_HERO :: forall r. GroupName ItemKind -> (Void# -> r) -> (Void# -> r) -> r
RANGER_HERO = GroupName "ranger hero"
pattern $bESCAPIST_HERO :: GroupName ItemKind
$mESCAPIST_HERO :: forall r. GroupName ItemKind -> (Void# -> r) -> (Void# -> r) -> r
ESCAPIST_HERO = GroupName "escapist hero"
pattern $bAMBUSHER_HERO :: GroupName ItemKind
$mAMBUSHER_HERO :: forall r. GroupName ItemKind -> (Void# -> r) -> (Void# -> r) -> r
AMBUSHER_HERO = GroupName "ambusher hero"
pattern $bBRAWLER_HERO :: GroupName ItemKind
$mBRAWLER_HERO :: forall r. GroupName ItemKind -> (Void# -> r) -> (Void# -> r) -> r
BRAWLER_HERO = GroupName "brawler hero"
pattern $bSOLDIER_HERO :: GroupName ItemKind
$mSOLDIER_HERO :: forall r. GroupName ItemKind -> (Void# -> r) -> (Void# -> r) -> r
SOLDIER_HERO = GroupName "soldier hero"
pattern $bCIVILIAN :: GroupName ItemKind
$mCIVILIAN :: forall r. GroupName ItemKind -> (Void# -> r) -> (Void# -> r) -> r
CIVILIAN = GroupName "civilian"
pattern $bMONSTER :: GroupName ItemKind
$mMONSTER :: forall r. GroupName ItemKind -> (Void# -> r) -> (Void# -> r) -> r
MONSTER = GroupName "monster"
pattern $bMOBILE_MONSTER :: GroupName ItemKind
$mMOBILE_MONSTER :: forall r. GroupName ItemKind -> (Void# -> r) -> (Void# -> r) -> r
MOBILE_MONSTER = GroupName "mobile monster"
pattern $bSCOUT_MONSTER :: GroupName ItemKind
$mSCOUT_MONSTER :: forall r. GroupName ItemKind -> (Void# -> r) -> (Void# -> r) -> r
SCOUT_MONSTER = GroupName "scout monster"
pattern $bANIMAL :: GroupName ItemKind
$mANIMAL :: forall r. GroupName ItemKind -> (Void# -> r) -> (Void# -> r) -> r
ANIMAL = GroupName "animal"
pattern $bMOBILE_ANIMAL :: GroupName ItemKind
$mMOBILE_ANIMAL :: forall r. GroupName ItemKind -> (Void# -> r) -> (Void# -> r) -> r
MOBILE_ANIMAL = GroupName "mobile animal"
pattern $bIMMOBILE_ANIMAL :: GroupName ItemKind
$mIMMOBILE_ANIMAL :: forall r. GroupName ItemKind -> (Void# -> r) -> (Void# -> r) -> r
IMMOBILE_ANIMAL = GroupName "immobile animal"
pattern $bS_WOODEN_TORCH :: GroupName ItemKind
$mS_WOODEN_TORCH :: forall r. GroupName ItemKind -> (Void# -> r) -> (Void# -> r) -> r
S_WOODEN_TORCH = GroupName "wooden torch"
pattern $bADD_SIGHT :: GroupName ItemKind
$mADD_SIGHT :: forall r. GroupName ItemKind -> (Void# -> r) -> (Void# -> r) -> r
ADD_SIGHT = GroupName "sight improvement"
pattern $bARMOR_RANGED :: GroupName ItemKind
$mARMOR_RANGED :: forall r. GroupName ItemKind -> (Void# -> r) -> (Void# -> r) -> r
ARMOR_RANGED = GroupName "ranged armor"
pattern $bADD_NOCTO_1 :: GroupName ItemKind
$mADD_NOCTO_1 :: forall r. GroupName ItemKind -> (Void# -> r) -> (Void# -> r) -> r
ADD_NOCTO_1 = GroupName "noctovision improvement"
pattern $bWEAK_ARROW :: GroupName ItemKind
$mWEAK_ARROW :: forall r. GroupName ItemKind -> (Void# -> r) -> (Void# -> r) -> r
WEAK_ARROW = GroupName "weak arrow"
pattern $bLIGHT_ATTENUATOR :: GroupName ItemKind
$mLIGHT_ATTENUATOR :: forall r. GroupName ItemKind -> (Void# -> r) -> (Void# -> r) -> r
LIGHT_ATTENUATOR = GroupName "light attenuator"
pattern $bFIREPROOF_CLOTH :: GroupName ItemKind
$mFIREPROOF_CLOTH :: forall r. GroupName ItemKind -> (Void# -> r) -> (Void# -> r) -> r
FIREPROOF_CLOTH = GroupName "fireproof cloth"
pattern $bRING_OF_OPPORTUNITY_SNIPER :: GroupName ItemKind
$mRING_OF_OPPORTUNITY_SNIPER :: forall r. GroupName ItemKind -> (Void# -> r) -> (Void# -> r) -> r
RING_OF_OPPORTUNITY_SNIPER = GroupName "ring of sniper"
pattern $bANY_ARROW :: GroupName ItemKind
$mANY_ARROW :: forall r. GroupName ItemKind -> (Void# -> r) -> (Void# -> r) -> r
ANY_ARROW = GroupName "arrow"
pattern $bSTARTING_ARMOR :: GroupName ItemKind
$mSTARTING_ARMOR :: forall r. GroupName ItemKind -> (Void# -> r) -> (Void# -> r) -> r
STARTING_ARMOR = GroupName "starting armor"
pattern $bSTARTING_WEAPON :: GroupName ItemKind
$mSTARTING_WEAPON :: forall r. GroupName ItemKind -> (Void# -> r) -> (Void# -> r) -> r
STARTING_WEAPON = GroupName "starting weapon"
pattern $bGEM :: GroupName ItemKind
$mGEM :: forall r. GroupName ItemKind -> (Void# -> r) -> (Void# -> r) -> r
GEM = GroupName "gem"
actors :: [ItemKind]
actors :: [ItemKind]
actors =
[ItemKind
warrior, ItemKind
warrior2, ItemKind
warrior3, ItemKind
warrior4, ItemKind
warrior5, ItemKind
scout, ItemKind
ranger, ItemKind
escapist, ItemKind
ambusher, ItemKind
brawler, ItemKind
soldier, ItemKind
civilian, ItemKind
civilian2, ItemKind
civilian3, ItemKind
civilian4, ItemKind
civilian5, ItemKind
eye, ItemKind
fastEye, ItemKind
nose, ItemKind
elbow, ItemKind
torsor, ItemKind
goldenJackal, ItemKind
griffonVulture, ItemKind
skunk, ItemKind
armadillo, ItemKind
gilaMonster, ItemKind
rattlesnake, ItemKind
hyena, ItemKind
komodoDragon, ItemKind
alligator, ItemKind
rhinoceros, ItemKind
beeSwarm, ItemKind
hornetSwarm, ItemKind
thornbush]
[ItemKind] -> [ItemKind] -> [ItemKind]
forall a. [a] -> [a] -> [a]
++ [ItemKind
geyserBoiling, ItemKind
geyserArsenic, ItemKind
geyserSulfur]
warrior, warrior2, warrior3, warrior4, warrior5, scout, ranger, escapist, ambusher, brawler, soldier, civilian, civilian2, civilian3, civilian4, civilian5, eye, fastEye, nose, elbow, torsor, goldenJackal, griffonVulture, skunk, armadillo, gilaMonster, rattlesnake, hyena, komodoDragon, alligator, rhinoceros, beeSwarm, hornetSwarm, thornbush :: ItemKind
geyserBoiling, geyserArsenic, geyserSulfur :: ItemKind
humanOrgans :: [(GroupName ItemKind, CStore)]
humanOrgans :: [(GroupName ItemKind, CStore)]
humanOrgans = [ (GroupName ItemKind
S_FIST, CStore
COrgan), (GroupName ItemKind
S_FOOT, CStore
COrgan)
, (GroupName ItemKind
S_EYE_6, CStore
COrgan), (GroupName ItemKind
S_EAR_3, CStore
COrgan)
, (GroupName ItemKind
S_SAPIENT_BRAIN, CStore
COrgan) ]
warrior :: ItemKind
warrior = $WItemKind :: Char
-> Text
-> Freqs ItemKind
-> [Flavour]
-> Dice
-> Rarity
-> Text
-> Int
-> Dice
-> [Aspect]
-> [Effect]
-> [(GroupName ItemKind, CStore)]
-> Text
-> ItemKind
ItemKind
{ isymbol :: Char
isymbol = '@'
, iname :: Text
iname = "warrior"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
HERO, 100), (GroupName ItemKind
MOBILE, 1)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
BrWhite]
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = [(1, 5)]
, iverbHit :: Text
iverbHit = "thud"
, iweight :: Int
iweight = 80000
, idamage :: Dice
idamage = 0
, iaspects :: [Aspect]
iaspects = [ Skill -> Dice -> Aspect
AddSkill Skill
SkMaxHP 80
, Skill -> Dice -> Aspect
AddSkill Skill
SkMaxCalm 70
, Skill -> Dice -> Aspect
AddSkill Skill
SkSpeed 20
, Skill -> Dice -> Aspect
AddSkill Skill
SkNocto 2
, Skill -> Dice -> Aspect
AddSkill Skill
SkWait 1
, Skill -> Dice -> Aspect
AddSkill Skill
SkProject 2
, Skill -> Dice -> Aspect
AddSkill Skill
SkApply 2
, Skill -> Dice -> Aspect
AddSkill Skill
SkOdor 1
, Flag -> Aspect
SetFlag Flag
Durable ]
, ieffects :: [Effect]
ieffects = []
, idesc :: Text
idesc = ""
, ikit :: [(GroupName ItemKind, CStore)]
ikit = [(GroupName ItemKind, CStore)]
humanOrgans
}
warrior2 :: ItemKind
warrior2 = ItemKind
warrior
{ iname :: Text
iname = "adventurer"
}
warrior3 :: ItemKind
warrior3 = ItemKind
warrior
{ iname :: Text
iname = "blacksmith"
}
warrior4 :: ItemKind
warrior4 = ItemKind
warrior
{ iname :: Text
iname = "forester"
}
warrior5 :: ItemKind
warrior5 = ItemKind
warrior
{ iname :: Text
iname = "scientist"
}
scout :: ItemKind
scout = ItemKind
warrior
{ iname :: Text
iname = "scout"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
SCOUT_HERO, 100), (GroupName ItemKind
MOBILE, 1)]
, ikit :: [(GroupName ItemKind, CStore)]
ikit = [(GroupName ItemKind, CStore)]
humanOrgans
[(GroupName ItemKind, CStore)]
-> [(GroupName ItemKind, CStore)] -> [(GroupName ItemKind, CStore)]
forall a. [a] -> [a] -> [a]
++ [ (GroupName ItemKind
ADD_SIGHT, CStore
CEqp)
, (GroupName ItemKind
ARMOR_RANGED, CStore
CEqp)
, (GroupName ItemKind
ADD_NOCTO_1, CStore
CStash) ]
}
ranger :: ItemKind
ranger = ItemKind
warrior
{ iname :: Text
iname = "ranger"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
RANGER_HERO, 100), (GroupName ItemKind
MOBILE, 1)]
, ikit :: [(GroupName ItemKind, CStore)]
ikit = [(GroupName ItemKind, CStore)]
humanOrgans
[(GroupName ItemKind, CStore)]
-> [(GroupName ItemKind, CStore)] -> [(GroupName ItemKind, CStore)]
forall a. [a] -> [a] -> [a]
++ [ (GroupName ItemKind
ARMOR_RANGED, CStore
CEqp)
, (GroupName ItemKind
WEAK_ARROW, CStore
CStash) ]
}
escapist :: ItemKind
escapist = ItemKind
warrior
{ iname :: Text
iname = "escapist"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
ESCAPIST_HERO, 100), (GroupName ItemKind
MOBILE, 1)]
, ikit :: [(GroupName ItemKind, CStore)]
ikit = [(GroupName ItemKind, CStore)]
humanOrgans
[(GroupName ItemKind, CStore)]
-> [(GroupName ItemKind, CStore)] -> [(GroupName ItemKind, CStore)]
forall a. [a] -> [a] -> [a]
++ [ (GroupName ItemKind
ADD_SIGHT, CStore
CEqp)
, (GroupName ItemKind
STARTING_ARMOR, CStore
CEqp)
, (GroupName ItemKind
WEAK_ARROW, CStore
CStash)
, (GroupName ItemKind
LIGHT_ATTENUATOR, CStore
CStash)
, (GroupName ItemKind
S_WOODEN_TORCH, CStore
CStash)
, (GroupName ItemKind
FIREPROOF_CLOTH, CStore
CStash) ]
}
ambusher :: ItemKind
ambusher = ItemKind
warrior
{ iname :: Text
iname = "ambusher"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
AMBUSHER_HERO, 100), (GroupName ItemKind
MOBILE, 1)]
, ikit :: [(GroupName ItemKind, CStore)]
ikit = [(GroupName ItemKind, CStore)]
humanOrgans
[(GroupName ItemKind, CStore)]
-> [(GroupName ItemKind, CStore)] -> [(GroupName ItemKind, CStore)]
forall a. [a] -> [a] -> [a]
++ [ (GroupName ItemKind
RING_OF_OPPORTUNITY_SNIPER, CStore
CEqp)
, (GroupName ItemKind
ANY_ARROW, CStore
CStash)
, (GroupName ItemKind
WEAK_ARROW, CStore
CStash)
, (GroupName ItemKind
EXPLOSIVE, CStore
CStash)
, (GroupName ItemKind
LIGHT_ATTENUATOR, CStore
CEqp)
, (GroupName ItemKind
S_WOODEN_TORCH, CStore
CStash) ]
}
brawler :: ItemKind
brawler = ItemKind
warrior
{ iname :: Text
iname = "brawler"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
BRAWLER_HERO, 100), (GroupName ItemKind
MOBILE, 1)]
, ikit :: [(GroupName ItemKind, CStore)]
ikit = [(GroupName ItemKind, CStore)]
humanOrgans
[(GroupName ItemKind, CStore)]
-> [(GroupName ItemKind, CStore)] -> [(GroupName ItemKind, CStore)]
forall a. [a] -> [a] -> [a]
++ [(GroupName ItemKind
STARTING_WEAPON, CStore
CEqp)]
}
soldier :: ItemKind
soldier = ItemKind
brawler
{ iname :: Text
iname = "soldier"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
SOLDIER_HERO, 100), (GroupName ItemKind
MOBILE, 1)]
, ikit :: [(GroupName ItemKind, CStore)]
ikit = ItemKind -> [(GroupName ItemKind, CStore)]
ikit ItemKind
brawler
[(GroupName ItemKind, CStore)]
-> [(GroupName ItemKind, CStore)] -> [(GroupName ItemKind, CStore)]
forall a. [a] -> [a] -> [a]
++ [(GroupName ItemKind
EXPLOSIVE, CStore
CStash)]
}
civilian :: ItemKind
civilian = ItemKind
warrior
{ iname :: Text
iname = "clerk"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
CIVILIAN, 100), (GroupName ItemKind
MOBILE, 1)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
BrBlack]
}
civilian2 :: ItemKind
civilian2 = ItemKind
civilian
{ iname :: Text
iname = "hairdresser"
}
civilian3 :: ItemKind
civilian3 = ItemKind
civilian
{ iname :: Text
iname = "lawyer"
}
civilian4 :: ItemKind
civilian4 = ItemKind
civilian
{ iname :: Text
iname = "peddler"
}
civilian5 :: ItemKind
civilian5 = ItemKind
civilian
{ iname :: Text
iname = "tax collector"
}
eye :: ItemKind
eye = $WItemKind :: Char
-> Text
-> Freqs ItemKind
-> [Flavour]
-> Dice
-> Rarity
-> Text
-> Int
-> Dice
-> [Aspect]
-> [Effect]
-> [(GroupName ItemKind, CStore)]
-> Text
-> ItemKind
ItemKind
{ isymbol :: Char
isymbol = 'e'
, iname :: Text
iname = "reducible eye"
, ifreq :: Freqs ItemKind
ifreq = [ (GroupName ItemKind
MONSTER, 100), (GroupName ItemKind
MOBILE, 1)
, (GroupName ItemKind
MOBILE_MONSTER, 100), (GroupName ItemKind
SCOUT_MONSTER, 10) ]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipFancy [Color
BrRed]
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = [(3, 0), (4, 10), (10, 8)]
, iverbHit :: Text
iverbHit = "thud"
, iweight :: Int
iweight = 80000
, idamage :: Dice
idamage = 0
, iaspects :: [Aspect]
iaspects = [ Skill -> Dice -> Aspect
AddSkill Skill
SkMaxHP 16, Skill -> Dice -> Aspect
AddSkill Skill
SkMaxCalm 70
, Skill -> Dice -> Aspect
AddSkill Skill
SkSpeed 20, Skill -> Dice -> Aspect
AddSkill Skill
SkNocto 2
, Skill -> Dice -> Aspect
AddSkill Skill
SkAggression 1
, Skill -> Dice -> Aspect
AddSkill Skill
SkProject 2
, Skill -> Dice -> Aspect
AddSkill Skill
SkApply 1
, Flag -> Aspect
SetFlag Flag
Durable ]
, ieffects :: [Effect]
ieffects = []
, idesc :: Text
idesc = "Under your stare, it reduces to the bits that define its essence. Under introspection, the bits slow down and solidify into an arbitrary form again. It must be huge inside, for holographic principle to manifest so overtly."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = [ (GroupName ItemKind
S_LASH, CStore
COrgan), (GroupName ItemKind
S_PUPIL, CStore
COrgan)
, (GroupName ItemKind
S_SAPIENT_BRAIN, CStore
COrgan) ]
}
fastEye :: ItemKind
fastEye = $WItemKind :: Char
-> Text
-> Freqs ItemKind
-> [Flavour]
-> Dice
-> Rarity
-> Text
-> Int
-> Dice
-> [Aspect]
-> [Effect]
-> [(GroupName ItemKind, CStore)]
-> Text
-> ItemKind
ItemKind
{ isymbol :: Char
isymbol = 'j'
, iname :: Text
iname = "injective jaw"
, ifreq :: Freqs ItemKind
ifreq = [ (GroupName ItemKind
MONSTER, 100), (GroupName ItemKind
MOBILE, 1)
, (GroupName ItemKind
MOBILE_MONSTER, 100), (GroupName ItemKind
SCOUT_MONSTER, 60) ]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipFancy [Color
BrBlue]
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = [(3, 0), (4, 6), (10, 12)]
, iverbHit :: Text
iverbHit = "thud"
, iweight :: Int
iweight = 80000
, idamage :: Dice
idamage = 0
, iaspects :: [Aspect]
iaspects = [ Skill -> Dice -> Aspect
AddSkill Skill
SkMaxHP 5, Skill -> Dice -> Aspect
AddSkill Skill
SkMaxCalm 70
, Skill -> Dice -> Aspect
AddSkill Skill
SkSpeed 30, Skill -> Dice -> Aspect
AddSkill Skill
SkNocto 2
, Skill -> Dice -> Aspect
AddSkill Skill
SkAggression 1
, Flag -> Aspect
SetFlag Flag
Durable ]
, ieffects :: [Effect]
ieffects = []
, idesc :: Text
idesc = "Hungers but never eats. Bites but never swallows. Burrows its own image through, but never carries anything back."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = [ (GroupName ItemKind
S_TOOTH, CStore
COrgan), (GroupName ItemKind
S_LIP, CStore
COrgan)
, (GroupName ItemKind
S_SPEED_GLAND_10, CStore
COrgan)
, (GroupName ItemKind
S_VISION_6, CStore
COrgan), (GroupName ItemKind
S_EAR_3, CStore
COrgan)
, (GroupName ItemKind
S_SAPIENT_BRAIN, CStore
COrgan) ]
}
nose :: ItemKind
nose = $WItemKind :: Char
-> Text
-> Freqs ItemKind
-> [Flavour]
-> Dice
-> Rarity
-> Text
-> Int
-> Dice
-> [Aspect]
-> [Effect]
-> [(GroupName ItemKind, CStore)]
-> Text
-> ItemKind
ItemKind
{ isymbol :: Char
isymbol = 'n'
, iname :: Text
iname = "point-free nose"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
MONSTER, 100), (GroupName ItemKind
MOBILE, 1), (GroupName ItemKind
MOBILE_MONSTER, 100)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipFancy [Color
BrGreen]
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = [(3, 0), (4, 5), (10, 7)]
, iverbHit :: Text
iverbHit = "thud"
, iweight :: Int
iweight = 80000
, idamage :: Dice
idamage = 0
, iaspects :: [Aspect]
iaspects = [ Skill -> Dice -> Aspect
AddSkill Skill
SkMaxHP 30, Skill -> Dice -> Aspect
AddSkill Skill
SkMaxCalm 30
, Skill -> Dice -> Aspect
AddSkill Skill
SkSpeed 18, Skill -> Dice -> Aspect
AddSkill Skill
SkNocto 2
, Skill -> Dice -> Aspect
AddSkill Skill
SkAggression 1
, Skill -> Dice -> Aspect
AddSkill Skill
SkProject (-1)
, Flag -> Aspect
SetFlag Flag
Durable ]
, ieffects :: [Effect]
ieffects = []
, idesc :: Text
idesc = "No mouth, yet it devours everything around, constantly sniffing itself inward; pure movement structure, no constant point to focus one's maddened gaze on."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = [ (GroupName ItemKind
S_TIP, CStore
COrgan), (GroupName ItemKind
S_LIP, CStore
COrgan)
, (GroupName ItemKind
S_NOSTRIL, CStore
COrgan)
, (GroupName ItemKind
S_SAPIENT_BRAIN, CStore
COrgan) ]
}
elbow :: ItemKind
elbow = $WItemKind :: Char
-> Text
-> Freqs ItemKind
-> [Flavour]
-> Dice
-> Rarity
-> Text
-> Int
-> Dice
-> [Aspect]
-> [Effect]
-> [(GroupName ItemKind, CStore)]
-> Text
-> ItemKind
ItemKind
{ isymbol :: Char
isymbol = 'e'
, iname :: Text
iname = "commutative elbow"
, ifreq :: Freqs ItemKind
ifreq = [ (GroupName ItemKind
MONSTER, 100), (GroupName ItemKind
MOBILE, 1)
, (GroupName ItemKind
MOBILE_MONSTER, 100), (GroupName ItemKind
SCOUT_MONSTER, 30) ]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipFancy [Color
BrMagenta]
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = [(3, 0), (4, 1), (10, 12)]
, iverbHit :: Text
iverbHit = "thud"
, iweight :: Int
iweight = 80000
, idamage :: Dice
idamage = 0
, iaspects :: [Aspect]
iaspects = [ Skill -> Dice -> Aspect
AddSkill Skill
SkMaxHP 8, Skill -> Dice -> Aspect
AddSkill Skill
SkMaxCalm 80
, Skill -> Dice -> Aspect
AddSkill Skill
SkSpeed 20, Skill -> Dice -> Aspect
AddSkill Skill
SkNocto 2
, Skill -> Dice -> Aspect
AddSkill Skill
SkProject 2
, Skill -> Dice -> Aspect
AddSkill Skill
SkApply 1
, Skill -> Dice -> Aspect
AddSkill Skill
SkMelee (-1)
, Flag -> Aspect
SetFlag Flag
Durable ]
, ieffects :: [Effect]
ieffects = []
, idesc :: Text
idesc = "An arm strung like a bow. A few edges, but none keen enough. A few points, but none piercing. Deadly objects zip out of the void."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = [ (GroupName ItemKind
S_SPEED_GLAND_5, CStore
COrgan), (GroupName ItemKind
S_BARK, CStore
COrgan)
, (GroupName ItemKind
S_VISION_12, CStore
COrgan), (GroupName ItemKind
S_EAR_8, CStore
COrgan)
, (GroupName ItemKind
S_SAPIENT_BRAIN, CStore
COrgan)
, (GroupName ItemKind
ANY_ARROW, CStore
CStash), (GroupName ItemKind
ANY_ARROW, CStore
CStash)
, (GroupName ItemKind
WEAK_ARROW, CStore
CStash), (GroupName ItemKind
WEAK_ARROW, CStore
CStash) ]
}
torsor :: ItemKind
torsor = $WItemKind :: Char
-> Text
-> Freqs ItemKind
-> [Flavour]
-> Dice
-> Rarity
-> Text
-> Int
-> Dice
-> [Aspect]
-> [Effect]
-> [(GroupName ItemKind, CStore)]
-> Text
-> ItemKind
ItemKind
{ isymbol :: Char
isymbol = 'T'
, iname :: Text
iname = "The Forgetful Torsor"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
MONSTER, 100), (GroupName ItemKind
MOBILE, 1)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipFancy [Color
BrCyan]
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = [(9, 0), (10, 1000)]
, iverbHit :: Text
iverbHit = "thud"
, iweight :: Int
iweight = 80000
, idamage :: Dice
idamage = 0
, iaspects :: [Aspect]
iaspects = [ Flag -> Aspect
SetFlag Flag
Unique
, Skill -> Dice -> Aspect
AddSkill Skill
SkMaxHP 300, Skill -> Dice -> Aspect
AddSkill Skill
SkMaxCalm 100
, Skill -> Dice -> Aspect
AddSkill Skill
SkSpeed 15, Skill -> Dice -> Aspect
AddSkill Skill
SkNocto 2
, Skill -> Dice -> Aspect
AddSkill Skill
SkAggression 3
, Skill -> Dice -> Aspect
AddSkill Skill
SkProject 2
, Skill -> Dice -> Aspect
AddSkill Skill
SkApply 1
, Skill -> Dice -> Aspect
AddSkill Skill
SkAlter (-1)
, Flag -> Aspect
SetFlag Flag
Durable ]
, ieffects :: [Effect]
ieffects = []
, idesc :: Text
idesc = "A principal homogeneous manifold, that acts freely and with enormous force, but whose stabilizers are trivial, making it rather helpless without a support group."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = [ (GroupName ItemKind
S_RIGHT_TORSION, CStore
COrgan), (GroupName ItemKind
S_LEFT_TORSION, CStore
COrgan)
, (GroupName ItemKind
S_PUPIL, CStore
COrgan), (GroupName ItemKind
S_TENTACLE, CStore
COrgan)
, (GroupName ItemKind
S_EAR_8, CStore
COrgan)
, (GroupName ItemKind
S_SAPIENT_BRAIN, CStore
COrgan)
, (GroupName ItemKind
GEM, CStore
CStash), (GroupName ItemKind
GEM, CStore
CStash)
, (GroupName ItemKind
GEM, CStore
CStash), (GroupName ItemKind
GEM, CStore
CStash) ]
}
goldenJackal :: ItemKind
goldenJackal = $WItemKind :: Char
-> Text
-> Freqs ItemKind
-> [Flavour]
-> Dice
-> Rarity
-> Text
-> Int
-> Dice
-> [Aspect]
-> [Effect]
-> [(GroupName ItemKind, CStore)]
-> Text
-> ItemKind
ItemKind
{ isymbol :: Char
isymbol = 'j'
, iname :: Text
iname = "golden jackal"
, ifreq :: Freqs ItemKind
ifreq = [ (GroupName ItemKind
ANIMAL, 100), (GroupName ItemKind
MOBILE, 1), (GroupName ItemKind
MOBILE_ANIMAL, 100)
, (GroupName ItemKind
SCAVENGER, 50) ]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
BrYellow]
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = [(1, 4), (10, 2)]
, iverbHit :: Text
iverbHit = "thud"
, iweight :: Int
iweight = 13000
, idamage :: Dice
idamage = 0
, iaspects :: [Aspect]
iaspects = [ Skill -> Dice -> Aspect
AddSkill Skill
SkMaxHP 15, Skill -> Dice -> Aspect
AddSkill Skill
SkMaxCalm 70
, Skill -> Dice -> Aspect
AddSkill Skill
SkSpeed 24, Skill -> Dice -> Aspect
AddSkill Skill
SkNocto 2
, Flag -> Aspect
SetFlag Flag
Durable ]
, ieffects :: [Effect]
ieffects = []
, idesc :: Text
idesc = "An opportunistic predator, feeding on carrion and the weak."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = [ (GroupName ItemKind
S_SMALL_JAW, CStore
COrgan)
, (GroupName ItemKind
S_EYE_6, CStore
COrgan), (GroupName ItemKind
S_NOSTRIL, CStore
COrgan), (GroupName ItemKind
S_EAR_8, CStore
COrgan)
, (GroupName ItemKind
S_ANIMAL_BRAIN, CStore
COrgan) ]
}
griffonVulture :: ItemKind
griffonVulture = $WItemKind :: Char
-> Text
-> Freqs ItemKind
-> [Flavour]
-> Dice
-> Rarity
-> Text
-> Int
-> Dice
-> [Aspect]
-> [Effect]
-> [(GroupName ItemKind, CStore)]
-> Text
-> ItemKind
ItemKind
{ isymbol :: Char
isymbol = 'v'
, iname :: Text
iname = "griffon vulture"
, ifreq :: Freqs ItemKind
ifreq = [ (GroupName ItemKind
ANIMAL, 100), (GroupName ItemKind
MOBILE, 1), (GroupName ItemKind
MOBILE_ANIMAL, 100)
, (GroupName ItemKind
SCAVENGER, 30) ]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
BrYellow]
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = [(1, 3), (10, 3)]
, iverbHit :: Text
iverbHit = "thud"
, iweight :: Int
iweight = 13000
, idamage :: Dice
idamage = 0
, iaspects :: [Aspect]
iaspects = [ Skill -> Dice -> Aspect
AddSkill Skill
SkMaxHP 15, Skill -> Dice -> Aspect
AddSkill Skill
SkMaxCalm 80
, Skill -> Dice -> Aspect
AddSkill Skill
SkSpeed 22, Skill -> Dice -> Aspect
AddSkill Skill
SkNocto 2
, Skill -> Dice -> Aspect
AddSkill Skill
SkAlter (-2)
, Skill -> Dice -> Aspect
AddSkill Skill
SkFlying 10
, Flag -> Aspect
SetFlag Flag
Durable ]
, ieffects :: [Effect]
ieffects = []
, idesc :: Text
idesc = "It soars high above, searching for vulnerable prey."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = [ (GroupName ItemKind
S_SCREECHING_BEAK, CStore
COrgan)
, (GroupName ItemKind
S_SMALL_CLAW, CStore
COrgan)
, (GroupName ItemKind
S_EYE_8, CStore
COrgan), (GroupName ItemKind
S_EAR_8, CStore
COrgan)
, (GroupName ItemKind
S_ANIMAL_BRAIN, CStore
COrgan) ]
}
skunk :: ItemKind
skunk = $WItemKind :: Char
-> Text
-> Freqs ItemKind
-> [Flavour]
-> Dice
-> Rarity
-> Text
-> Int
-> Dice
-> [Aspect]
-> [Effect]
-> [(GroupName ItemKind, CStore)]
-> Text
-> ItemKind
ItemKind
{ isymbol :: Char
isymbol = 's'
, iname :: Text
iname = "hog-nosed skunk"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
ANIMAL, 100), (GroupName ItemKind
MOBILE, 1), (GroupName ItemKind
MOBILE_ANIMAL, 100)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
White]
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = [(1, 8), (5, 1)]
, iverbHit :: Text
iverbHit = "thud"
, iweight :: Int
iweight = 4000
, idamage :: Dice
idamage = 0
, iaspects :: [Aspect]
iaspects = [ Skill -> Dice -> Aspect
AddSkill Skill
SkMaxHP 13, Skill -> Dice -> Aspect
AddSkill Skill
SkMaxCalm 30
, Skill -> Dice -> Aspect
AddSkill Skill
SkSpeed 22, Skill -> Dice -> Aspect
AddSkill Skill
SkNocto 2
, Skill -> Dice -> Aspect
AddSkill Skill
SkAlter (-2)
, Skill -> Dice -> Aspect
AddSkill Skill
SkOdor 5
, Flag -> Aspect
SetFlag Flag
Durable ]
, ieffects :: [Effect]
ieffects = []
, idesc :: Text
idesc = "Its only defence is the terrible stench."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = [ (GroupName ItemKind
S_SCENT_GLAND, CStore
COrgan)
, (GroupName ItemKind
S_SMALL_CLAW, CStore
COrgan), (GroupName ItemKind
S_SNOUT, CStore
COrgan)
, (GroupName ItemKind
S_EYE_3, CStore
COrgan), (GroupName ItemKind
S_EAR_6, CStore
COrgan)
, (GroupName ItemKind
S_ANIMAL_BRAIN, CStore
COrgan) ]
}
armadillo :: ItemKind
armadillo = $WItemKind :: Char
-> Text
-> Freqs ItemKind
-> [Flavour]
-> Dice
-> Rarity
-> Text
-> Int
-> Dice
-> [Aspect]
-> [Effect]
-> [(GroupName ItemKind, CStore)]
-> Text
-> ItemKind
ItemKind
{ isymbol :: Char
isymbol = 'a'
, iname :: Text
iname = "giant armadillo"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
ANIMAL, 100), (GroupName ItemKind
MOBILE, 1), (GroupName ItemKind
MOBILE_ANIMAL, 100)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
Brown]
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = [(1, 7)]
, iverbHit :: Text
iverbHit = "thud"
, iweight :: Int
iweight = 80000
, idamage :: Dice
idamage = 0
, iaspects :: [Aspect]
iaspects = [ Skill -> Dice -> Aspect
AddSkill Skill
SkMaxHP 13, Skill -> Dice -> Aspect
AddSkill Skill
SkMaxCalm 30
, Skill -> Dice -> Aspect
AddSkill Skill
SkSpeed 20, Skill -> Dice -> Aspect
AddSkill Skill
SkNocto 2
, Skill -> Dice -> Aspect
AddSkill Skill
SkAlter (-2)
, Flag -> Aspect
SetFlag Flag
Durable ]
, ieffects :: [Effect]
ieffects = []
, idesc :: Text
idesc = "When threatened, it rolls into a ball."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = [ (GroupName ItemKind
S_HOOKED_CLAW, CStore
COrgan), (GroupName ItemKind
S_SNOUT, CStore
COrgan)
, (GroupName ItemKind
S_ARMORED_SKIN, CStore
COrgan), (GroupName ItemKind
S_ARMORED_SKIN, CStore
COrgan)
, (GroupName ItemKind
S_EYE_3, CStore
COrgan), (GroupName ItemKind
S_NOSTRIL, CStore
COrgan), (GroupName ItemKind
S_EAR_6, CStore
COrgan)
, (GroupName ItemKind
S_ANIMAL_BRAIN, CStore
COrgan) ]
}
gilaMonster :: ItemKind
gilaMonster = $WItemKind :: Char
-> Text
-> Freqs ItemKind
-> [Flavour]
-> Dice
-> Rarity
-> Text
-> Int
-> Dice
-> [Aspect]
-> [Effect]
-> [(GroupName ItemKind, CStore)]
-> Text
-> ItemKind
ItemKind
{ isymbol :: Char
isymbol = 'g'
, iname :: Text
iname = "Gila monster"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
ANIMAL, 100), (GroupName ItemKind
MOBILE, 1), (GroupName ItemKind
MOBILE_ANIMAL, 100)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
Magenta]
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = [(2, 5), (10, 2)]
, iverbHit :: Text
iverbHit = "thud"
, iweight :: Int
iweight = 80000
, idamage :: Dice
idamage = 0
, iaspects :: [Aspect]
iaspects = [ Skill -> Dice -> Aspect
AddSkill Skill
SkMaxHP 15, Skill -> Dice -> Aspect
AddSkill Skill
SkMaxCalm 50
, Skill -> Dice -> Aspect
AddSkill Skill
SkSpeed 18, Skill -> Dice -> Aspect
AddSkill Skill
SkNocto 2
, Skill -> Dice -> Aspect
AddSkill Skill
SkAlter (-2)
, Flag -> Aspect
SetFlag Flag
Durable ]
, ieffects :: [Effect]
ieffects = []
, idesc :: Text
idesc = "Numbing venom ensures that even the fastest prey has no escape."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = [ (GroupName ItemKind
S_VENOM_TOOTH, CStore
COrgan), (GroupName ItemKind
S_SMALL_CLAW, CStore
COrgan)
, (GroupName ItemKind
S_EYE_3, CStore
COrgan), (GroupName ItemKind
S_NOSTRIL, CStore
COrgan), (GroupName ItemKind
S_EAR_6, CStore
COrgan)
, (GroupName ItemKind
S_ANIMAL_BRAIN, CStore
COrgan) ]
}
rattlesnake :: ItemKind
rattlesnake = $WItemKind :: Char
-> Text
-> Freqs ItemKind
-> [Flavour]
-> Dice
-> Rarity
-> Text
-> Int
-> Dice
-> [Aspect]
-> [Effect]
-> [(GroupName ItemKind, CStore)]
-> Text
-> ItemKind
ItemKind
{ isymbol :: Char
isymbol = 's'
, iname :: Text
iname = "rattlesnake"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
ANIMAL, 100), (GroupName ItemKind
MOBILE, 1), (GroupName ItemKind
MOBILE_ANIMAL, 100)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
Brown]
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = [(5, 1), (10, 7)]
, iverbHit :: Text
iverbHit = "thud"
, iweight :: Int
iweight = 80000
, idamage :: Dice
idamage = 0
, iaspects :: [Aspect]
iaspects = [ Skill -> Dice -> Aspect
AddSkill Skill
SkMaxHP 28, Skill -> Dice -> Aspect
AddSkill Skill
SkMaxCalm 60
, Skill -> Dice -> Aspect
AddSkill Skill
SkSpeed 16, Skill -> Dice -> Aspect
AddSkill Skill
SkNocto 2
, Skill -> Dice -> Aspect
AddSkill Skill
SkAggression 2
, Skill -> Dice -> Aspect
AddSkill Skill
SkAlter (-2)
, Flag -> Aspect
SetFlag Flag
Durable ]
, ieffects :: [Effect]
ieffects = []
, idesc :: Text
idesc = "Beware its rattle - it serves as a warning of an agonising death."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = [ (GroupName ItemKind
S_VENOM_FANG, CStore
COrgan)
, (GroupName ItemKind
S_RATLLE, CStore
COrgan)
, (GroupName ItemKind
S_EYE_3, CStore
COrgan), (GroupName ItemKind
S_NOSTRIL, CStore
COrgan), (GroupName ItemKind
S_EAR_6, CStore
COrgan)
, (GroupName ItemKind
S_ANIMAL_BRAIN, CStore
COrgan) ]
}
hyena :: ItemKind
hyena = $WItemKind :: Char
-> Text
-> Freqs ItemKind
-> [Flavour]
-> Dice
-> Rarity
-> Text
-> Int
-> Dice
-> [Aspect]
-> [Effect]
-> [(GroupName ItemKind, CStore)]
-> Text
-> ItemKind
ItemKind
{ isymbol :: Char
isymbol = 'h'
, iname :: Text
iname = "spotted hyena"
, ifreq :: Freqs ItemKind
ifreq = [ (GroupName ItemKind
ANIMAL, 100), (GroupName ItemKind
MOBILE, 1), (GroupName ItemKind
MOBILE_ANIMAL, 100)
, (GroupName ItemKind
SCAVENGER, 20) ]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
BrYellow]
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = [(4, 1), (10, 5)]
, iverbHit :: Text
iverbHit = "thud"
, iweight :: Int
iweight = 60000
, idamage :: Dice
idamage = 0
, iaspects :: [Aspect]
iaspects = [ Skill -> Dice -> Aspect
AddSkill Skill
SkMaxHP 23, Skill -> Dice -> Aspect
AddSkill Skill
SkMaxCalm 70
, Skill -> Dice -> Aspect
AddSkill Skill
SkSpeed 32, Skill -> Dice -> Aspect
AddSkill Skill
SkNocto 2
, Flag -> Aspect
SetFlag Flag
Durable ]
, ieffects :: [Effect]
ieffects = []
, idesc :: Text
idesc = "Skulking in the shadows, waiting for easy prey."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = [ (GroupName ItemKind
S_JAW, CStore
COrgan)
, (GroupName ItemKind
S_EYE_6, CStore
COrgan), (GroupName ItemKind
S_NOSTRIL, CStore
COrgan), (GroupName ItemKind
S_EAR_8, CStore
COrgan)
, (GroupName ItemKind
S_ANIMAL_BRAIN, CStore
COrgan) ]
}
komodoDragon :: ItemKind
komodoDragon = $WItemKind :: Char
-> Text
-> Freqs ItemKind
-> [Flavour]
-> Dice
-> Rarity
-> Text
-> Int
-> Dice
-> [Aspect]
-> [Effect]
-> [(GroupName ItemKind, CStore)]
-> Text
-> ItemKind
ItemKind
{ isymbol :: Char
isymbol = 'k'
, iname :: Text
iname = "Komodo dragon"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
ANIMAL, 100), (GroupName ItemKind
MOBILE, 1), (GroupName ItemKind
MOBILE_ANIMAL, 100)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
BrRed]
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = [(9, 0), (10, 11)]
, iverbHit :: Text
iverbHit = "thud"
, iweight :: Int
iweight = 80000
, idamage :: Dice
idamage = 0
, iaspects :: [Aspect]
iaspects = [ Skill -> Dice -> Aspect
AddSkill Skill
SkMaxHP 40, Skill -> Dice -> Aspect
AddSkill Skill
SkMaxCalm 60
, Skill -> Dice -> Aspect
AddSkill Skill
SkSpeed 17, Skill -> Dice -> Aspect
AddSkill Skill
SkNocto 2
, Skill -> Dice -> Aspect
AddSkill Skill
SkAggression 1
, Flag -> Aspect
SetFlag Flag
Durable ]
, ieffects :: [Effect]
ieffects = []
, idesc :: Text
idesc = "Larger and more aggressive than any other lizard, but as easily recovering from wounds as its lesser cousins."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = [ (GroupName ItemKind
S_LARGE_TAIL, CStore
COrgan), (GroupName ItemKind
S_JAW, CStore
COrgan)
, (GroupName ItemKind
S_HOOKED_CLAW, CStore
COrgan)
, (GroupName ItemKind
S_SPEED_GLAND_5, CStore
COrgan), (GroupName ItemKind
S_ARMORED_SKIN, CStore
COrgan)
, (GroupName ItemKind
S_EYE_3, CStore
COrgan), (GroupName ItemKind
S_NOSTRIL, CStore
COrgan), (GroupName ItemKind
S_EAR_3, CStore
COrgan)
, (GroupName ItemKind
S_ANIMAL_BRAIN, CStore
COrgan) ]
}
alligator :: ItemKind
alligator = $WItemKind :: Char
-> Text
-> Freqs ItemKind
-> [Flavour]
-> Dice
-> Rarity
-> Text
-> Int
-> Dice
-> [Aspect]
-> [Effect]
-> [(GroupName ItemKind, CStore)]
-> Text
-> ItemKind
ItemKind
{ isymbol :: Char
isymbol = 'a'
, iname :: Text
iname = "alligator"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
ANIMAL, 100), (GroupName ItemKind
MOBILE, 1), (GroupName ItemKind
MOBILE_ANIMAL, 100)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
Blue]
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = [(9, 0), (10, 12)]
, iverbHit :: Text
iverbHit = "thud"
, iweight :: Int
iweight = 80000
, idamage :: Dice
idamage = 0
, iaspects :: [Aspect]
iaspects = [ Skill -> Dice -> Aspect
AddSkill Skill
SkMaxHP 55, Skill -> Dice -> Aspect
AddSkill Skill
SkMaxCalm 70
, Skill -> Dice -> Aspect
AddSkill Skill
SkSpeed 18, Skill -> Dice -> Aspect
AddSkill Skill
SkNocto 2
, Skill -> Dice -> Aspect
AddSkill Skill
SkSwimming 100
, Flag -> Aspect
SetFlag Flag
Durable ]
, ieffects :: [Effect]
ieffects = []
, idesc :: Text
idesc = "An armored predator from the dawn of time. You better not get within its reach."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = [ (GroupName ItemKind
S_HUGE_TAIL, CStore
COrgan)
, (GroupName ItemKind
S_LARGE_JAW, CStore
COrgan)
, (GroupName ItemKind
S_SMALL_CLAW, CStore
COrgan)
, (GroupName ItemKind
S_ARMORED_SKIN, CStore
COrgan)
, (GroupName ItemKind
S_EYE_6, CStore
COrgan), (GroupName ItemKind
S_EAR_8, CStore
COrgan)
, (GroupName ItemKind
S_ANIMAL_BRAIN, CStore
COrgan) ]
}
rhinoceros :: ItemKind
rhinoceros = $WItemKind :: Char
-> Text
-> Freqs ItemKind
-> [Flavour]
-> Dice
-> Rarity
-> Text
-> Int
-> Dice
-> [Aspect]
-> [Effect]
-> [(GroupName ItemKind, CStore)]
-> Text
-> ItemKind
ItemKind
{ isymbol :: Char
isymbol = 'R'
, iname :: Text
iname = "The Maddened Rhinoceros"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
ANIMAL, 100), (GroupName ItemKind
MOBILE, 1)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
Brown]
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = [(2, 0), (3, 1000), (4, 0)]
, iverbHit :: Text
iverbHit = "thud"
, iweight :: Int
iweight = 80000
, idamage :: Dice
idamage = 0
, iaspects :: [Aspect]
iaspects = [ Flag -> Aspect
SetFlag Flag
Unique
, Skill -> Dice -> Aspect
AddSkill Skill
SkMaxHP 90, Skill -> Dice -> Aspect
AddSkill Skill
SkMaxCalm 60
, Skill -> Dice -> Aspect
AddSkill Skill
SkSpeed 27, Skill -> Dice -> Aspect
AddSkill Skill
SkNocto 2
, Skill -> Dice -> Aspect
AddSkill Skill
SkAggression 2
, Skill -> Dice -> Aspect
AddSkill Skill
SkAlter (-1)
, Flag -> Aspect
SetFlag Flag
Durable ]
, ieffects :: [Effect]
ieffects = []
, idesc :: Text
idesc = "The last of its kind. Blind with rage. Charges at deadly speed."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = [ (GroupName ItemKind
S_RHINO_HORN, CStore
COrgan), (GroupName ItemKind
S_SNOUT, CStore
COrgan)
, (GroupName ItemKind
S_ARMORED_SKIN, CStore
COrgan)
, (GroupName ItemKind
S_EYE_3, CStore
COrgan), (GroupName ItemKind
S_EAR_8, CStore
COrgan)
, (GroupName ItemKind
S_ANIMAL_BRAIN, CStore
COrgan) ]
}
beeSwarm :: ItemKind
beeSwarm = $WItemKind :: Char
-> Text
-> Freqs ItemKind
-> [Flavour]
-> Dice
-> Rarity
-> Text
-> Int
-> Dice
-> [Aspect]
-> [Effect]
-> [(GroupName ItemKind, CStore)]
-> Text
-> ItemKind
ItemKind
{ isymbol :: Char
isymbol = 'b'
, iname :: Text
iname = "bee swarm"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
ANIMAL, 100), (GroupName ItemKind
MOBILE, 1)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
Brown]
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = [(1, 3), (10, 4)]
, iverbHit :: Text
iverbHit = "buzz"
, iweight :: Int
iweight = 1000
, idamage :: Dice
idamage = 0
, iaspects :: [Aspect]
iaspects = [ Skill -> Dice -> Aspect
AddSkill Skill
SkMaxHP 10, Skill -> Dice -> Aspect
AddSkill Skill
SkMaxCalm 60
, Skill -> Dice -> Aspect
AddSkill Skill
SkSpeed 30, Skill -> Dice -> Aspect
AddSkill Skill
SkNocto 2
, Skill -> Dice -> Aspect
AddSkill Skill
SkAlter (-2)
, Skill -> Dice -> Aspect
AddSkill Skill
SkWait (-2)
, Skill -> Dice -> Aspect
AddSkill Skill
SkFlying 10
, Flag -> Aspect
SetFlag Flag
Durable ]
, ieffects :: [Effect]
ieffects = []
, idesc :: Text
idesc = "Every bee would die for the queen."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = [ (GroupName ItemKind
S_BEE_STING, CStore
COrgan)
, (GroupName ItemKind
S_VISION_6, CStore
COrgan), (GroupName ItemKind
S_EAR_6, CStore
COrgan)
, (GroupName ItemKind
S_INSECT_MORTALITY, CStore
COrgan), (GroupName ItemKind
S_ANIMAL_BRAIN, CStore
COrgan) ]
}
hornetSwarm :: ItemKind
hornetSwarm = $WItemKind :: Char
-> Text
-> Freqs ItemKind
-> [Flavour]
-> Dice
-> Rarity
-> Text
-> Int
-> Dice
-> [Aspect]
-> [Effect]
-> [(GroupName ItemKind, CStore)]
-> Text
-> ItemKind
ItemKind
{ isymbol :: Char
isymbol = 'h'
, iname :: Text
iname = "hornet swarm"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
ANIMAL, 100), (GroupName ItemKind
MOBILE, 1), (GroupName ItemKind
MOBILE_ANIMAL, 100)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
Magenta]
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = [(5, 1), (10, 4)]
, iverbHit :: Text
iverbHit = "buzz"
, iweight :: Int
iweight = 1000
, idamage :: Dice
idamage = 0
, iaspects :: [Aspect]
iaspects = [ Skill -> Dice -> Aspect
AddSkill Skill
SkArmorMelee 80, Skill -> Dice -> Aspect
AddSkill Skill
SkArmorRanged 40
, Skill -> Dice -> Aspect
AddSkill Skill
SkMaxHP 8, Skill -> Dice -> Aspect
AddSkill Skill
SkMaxCalm 70
, Skill -> Dice -> Aspect
AddSkill Skill
SkSpeed 30, Skill -> Dice -> Aspect
AddSkill Skill
SkNocto 2
, Skill -> Dice -> Aspect
AddSkill Skill
SkAlter (-2)
, Skill -> Dice -> Aspect
AddSkill Skill
SkWait (-2)
, Skill -> Dice -> Aspect
AddSkill Skill
SkFlying 10
, Flag -> Aspect
SetFlag Flag
Durable ]
, ieffects :: [Effect]
ieffects = []
, idesc :: Text
idesc = "A vicious cloud of stings and hate."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = [ (GroupName ItemKind
S_STING, CStore
COrgan)
, (GroupName ItemKind
S_VISION_6, CStore
COrgan), (GroupName ItemKind
S_EAR_6, CStore
COrgan)
, (GroupName ItemKind
S_INSECT_MORTALITY, CStore
COrgan), (GroupName ItemKind
S_ANIMAL_BRAIN, CStore
COrgan) ]
}
thornbush :: ItemKind
thornbush = $WItemKind :: Char
-> Text
-> Freqs ItemKind
-> [Flavour]
-> Dice
-> Rarity
-> Text
-> Int
-> Dice
-> [Aspect]
-> [Effect]
-> [(GroupName ItemKind, CStore)]
-> Text
-> ItemKind
ItemKind
{ isymbol :: Char
isymbol = 't'
, iname :: Text
iname = "thornbush"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
ANIMAL, 20), (GroupName ItemKind
IMMOBILE_ANIMAL, 20)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
Brown]
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = [(1, 13)]
, iverbHit :: Text
iverbHit = "scrape"
, iweight :: Int
iweight = 80000
, idamage :: Dice
idamage = 0
, iaspects :: [Aspect]
iaspects = [ Skill -> Dice -> Aspect
AddSkill Skill
SkMaxHP 20, Skill -> Dice -> Aspect
AddSkill Skill
SkMaxCalm 999
, Skill -> Dice -> Aspect
AddSkill Skill
SkSpeed 22, Skill -> Dice -> Aspect
AddSkill Skill
SkNocto 2
, Skill -> Dice -> Aspect
AddSkill Skill
SkWait 1, Skill -> Dice -> Aspect
AddSkill Skill
SkMelee 1
, Flag -> Aspect
SetFlag Flag
Durable ]
, ieffects :: [Effect]
ieffects = []
, idesc :: Text
idesc = "Each branch bears long, curved thorns."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = [ (GroupName ItemKind
S_THORN, CStore
COrgan)
, (GroupName ItemKind
S_BARK, CStore
COrgan) ]
}
geyserBoiling :: ItemKind
geyserBoiling = $WItemKind :: Char
-> Text
-> Freqs ItemKind
-> [Flavour]
-> Dice
-> Rarity
-> Text
-> Int
-> Dice
-> [Aspect]
-> [Effect]
-> [(GroupName ItemKind, CStore)]
-> Text
-> ItemKind
ItemKind
{ isymbol :: Char
isymbol = 'g'
, iname :: Text
iname = "geyser"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
ANIMAL, 8), (GroupName ItemKind
IMMOBILE_ANIMAL, 30)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
Blue]
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = [(1, 10), (10, 6)]
, iverbHit :: Text
iverbHit = "thud"
, iweight :: Int
iweight = 80000
, idamage :: Dice
idamage = 0
, iaspects :: [Aspect]
iaspects = [ Skill -> Dice -> Aspect
AddSkill Skill
SkMaxHP 10, Skill -> Dice -> Aspect
AddSkill Skill
SkMaxCalm 999
, Skill -> Dice -> Aspect
AddSkill Skill
SkSpeed 11, Skill -> Dice -> Aspect
AddSkill Skill
SkNocto 2
, Skill -> Dice -> Aspect
AddSkill Skill
SkWait 1, Skill -> Dice -> Aspect
AddSkill Skill
SkMelee 1
, Flag -> Aspect
SetFlag Flag
Durable ]
, ieffects :: [Effect]
ieffects = []
, idesc :: Text
idesc = "A jet of acidic water, hot enough to melt flesh."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = [(GroupName ItemKind
S_BOILING_VENT, CStore
COrgan), (GroupName ItemKind
S_BOILING_FISSURE, CStore
COrgan)]
}
geyserArsenic :: ItemKind
geyserArsenic = $WItemKind :: Char
-> Text
-> Freqs ItemKind
-> [Flavour]
-> Dice
-> Rarity
-> Text
-> Int
-> Dice
-> [Aspect]
-> [Effect]
-> [(GroupName ItemKind, CStore)]
-> Text
-> ItemKind
ItemKind
{ isymbol :: Char
isymbol = 'g'
, iname :: Text
iname = "arsenic geyser"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
ANIMAL, 8), (GroupName ItemKind
IMMOBILE_ANIMAL, 40)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
Cyan]
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = [(1, 10), (10, 6)]
, iverbHit :: Text
iverbHit = "thud"
, iweight :: Int
iweight = 80000
, idamage :: Dice
idamage = 0
, iaspects :: [Aspect]
iaspects = [ Skill -> Dice -> Aspect
AddSkill Skill
SkMaxHP 20, Skill -> Dice -> Aspect
AddSkill Skill
SkMaxCalm 999
, Skill -> Dice -> Aspect
AddSkill Skill
SkSpeed 22, Skill -> Dice -> Aspect
AddSkill Skill
SkNocto 2, Skill -> Dice -> Aspect
AddSkill Skill
SkShine 3
, Skill -> Dice -> Aspect
AddSkill Skill
SkWait 1, Skill -> Dice -> Aspect
AddSkill Skill
SkMelee 1
, Flag -> Aspect
SetFlag Flag
Durable ]
, ieffects :: [Effect]
ieffects = []
, idesc :: Text
idesc = "The sharp scent betrays the poison within the spray."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = [(GroupName ItemKind
S_ARSENIC_VENT, CStore
COrgan), (GroupName ItemKind
S_ARSENIC_FISSURE, CStore
COrgan)]
}
geyserSulfur :: ItemKind
geyserSulfur = $WItemKind :: Char
-> Text
-> Freqs ItemKind
-> [Flavour]
-> Dice
-> Rarity
-> Text
-> Int
-> Dice
-> [Aspect]
-> [Effect]
-> [(GroupName ItemKind, CStore)]
-> Text
-> ItemKind
ItemKind
{ isymbol :: Char
isymbol = 'g'
, iname :: Text
iname = "sulfur geyser"
, ifreq :: Freqs ItemKind
ifreq = [(GroupName ItemKind
ANIMAL, 8), (GroupName ItemKind
IMMOBILE_ANIMAL, 120)]
, iflavour :: [Flavour]
iflavour = [Color] -> [Flavour]
zipPlain [Color
BrYellow]
, icount :: Dice
icount = 1
, irarity :: Rarity
irarity = [(1, 10), (10, 6)]
, iverbHit :: Text
iverbHit = "thud"
, iweight :: Int
iweight = 80000
, idamage :: Dice
idamage = 0
, iaspects :: [Aspect]
iaspects = [ Skill -> Dice -> Aspect
AddSkill Skill
SkMaxHP 20, Skill -> Dice -> Aspect
AddSkill Skill
SkMaxCalm 999
, Skill -> Dice -> Aspect
AddSkill Skill
SkSpeed 22, Skill -> Dice -> Aspect
AddSkill Skill
SkNocto 2, Skill -> Dice -> Aspect
AddSkill Skill
SkShine 3
, Skill -> Dice -> Aspect
AddSkill Skill
SkWait 1, Skill -> Dice -> Aspect
AddSkill Skill
SkMelee 1
, Flag -> Aspect
SetFlag Flag
Durable ]
, ieffects :: [Effect]
ieffects = []
, idesc :: Text
idesc = "The pool boils and bubbles, stinking of rotten eggs. Despite the smell, these waters purify and strengthen."
, ikit :: [(GroupName ItemKind, CStore)]
ikit = [(GroupName ItemKind
S_SULFUR_VENT, CStore
COrgan), (GroupName ItemKind
S_SULFUR_FISSURE, CStore
COrgan)]
}