TomeNET_Monsters_1_9.xls
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# $Id$
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# File: r_info.txt
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# With new monsters for Zangband 2.2 (or 2.3)
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# With new monsters for PernAngband 3.x.x
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# With lots of monsters for PernAngband 4.x.x
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# Ported from PernAngband to PernMangband (3.3.x)
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# This file is used to initialize the "lib/raw/r_info.raw" file, which is
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# used to initialize the "monster race" information for the Angband game.
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# Do not modify this file unless you know exactly what you are doing,
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# unless you wish to risk possible system crashes and broken savefiles.
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# After modifying this file, delete the "lib/raw/r_info.raw" file.
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# PernAngband notes:
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# Currently, "unique" monsters are just "special" monster races, with
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# the requirement that only one monster of that race can exist at a time,
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# and when it is killed, it can never again be generated.
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# ATTR_CLEAR monsters acquire their attr from the item/floor below them,
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# and use "white" for the recall window. See "cave.c" for info.
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# ATTR_MULTI monsters have a "flickering" attr, and use "violet" for the
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# recall window. See "cave.c" for info.
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# CHAR_CLEAR monsters use special symbols (.) as given below,
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# and use those symbols for the recall window. In theory, normally,
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# these monsters cannot be targetted, and when examined look like normal
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# floors, until the player "notices" them (perhaps check "awake").
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# CHAR_MULTI monsters use special symbols (!, ?, =) as given below,
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# and use those symbols for the recall window. In theory, normally,
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# these monsters cannot be targetted, and when examined look like normal
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# objects, until the player "notices" them (perhaps check "awake").
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# Note that there are (a few) normal monsters who are "violet" but not
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# ATTR_MULTI, and a lot of monsters which are "white" but not ATTR_CLEAR.
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# Note that currently both CHAR_CLEAR and CHAR_MULTI monsters are treated
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# as normal monsters that are just a little hard to see.
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# Note that the monster list underwent several changes for Angband 2.7.9,
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# including some monster name changes, some symbol redistributions, and
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# some color changes.
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# The Umber Hulk joined the Xorn/Xaren (X). The ticks (t) joined the
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# spiders (S). The townspeople (t) left the people (p). The "Jabberwock"
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# became the "Chaos beetle" (K). The major demons (&) became (U) and the
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# minor demons (I) became (u). Multiplying insects (fleas, fruit flies,
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# hummerhorns) became (I), visually "matching" the multiplying lice (l).
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# The "ant lions" (a) became "ants" (a). The mummified monsters (M)
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# joined the zombified monsters (z). The multi-headed hydras (M) left
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# the reptiles (R). The snakes (J) left the reptiles (R).
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# Some of the old "red" or "brown" monsters became "pink" if they lower
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# strength, while some of the old "fire" monsters became simply "red"
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# monsters. The "dragons" and "hounds" and related monsters underwent
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# a "color scheme regularization" ('w' = White/Cold, 's' = Black/Acid,
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# 'o' = Lite/Dark, 'r' = Red/Fire, 'g' = Green/Poison, 'b' = Blue/Elec,
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# 'u' = Brown/Earth/Force, 'D' = Dark/etc, 'W' = Stone/Inertia/Gravity/etc,
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# 'v' = Multihued/Chaos/Disenchantment/etc, 'y' = Gold/Sound, 'R' = Nexus,
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# 'G' = Nether, 'B' = Left-overs, and 'U' = Bronze/Confusion).
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# In several situations, two or more monsters with identical symbols and
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# colors were changed so that maximal information is conveyed by the symbol
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# and color.
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# The "people" (p), with more than 50 entries, got a new "color scheme"
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# ('w' = Paladin, 's' = Knight, 'o' = Mystic, 'r' = Mage, 'g' = High Priest,
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# 'b' = Thief, 'u' = Warrior, 'D' = Death knight, 'W' = Ranger/Archer,
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# 'v' = Sorcerer, 'y' = Ninja, 'R' = High Mage, 'G' = Priest, 'B' = High
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# Thief, 'U' = High Warrior). Note that most non-unique "people" already
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# had these colors, or colors close to these colors. A similar color scheme
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# was enforced for the "humanoid" (h) monsters as well, more or less.
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# TY: This is no longer entirely accurate. The monster coloring has been
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# changed 'back' to pre-2.7.* coloring in several cases. For example, I
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# prefer "black" thief characters. Also color can be (and should) be used to
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# convey information, but more importantly it is a visual presentation
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# of the creature and should be what the creature "looks" like.
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# Many of the "unique" monsters were changed to "match" the "base" monster
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# from which they were derived. Angband 2.8.0 may require every "unique"
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# monster to be based on a "normal" monster, and may enforce color matching.
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# This may result in the addition of some new monsters, to serve as "base"
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# monsters, possibly including Ogre captains, Greater Balrogs, Black Trolls,
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# Vampire Queens, Giant Werewolves, and others. This may be accompanied by
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# a separation of the monster list into a "normal" monster list (r_info)
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# with 512 entries, and a "unique" monster list (u_info) with 128 entries,
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# which will require reorganization of the list. Some new "player ghost"
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# unique monsters will probably be added at the same time.
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# Mushrooms look just like food (and use the "," symbol for both the recall
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# window and for normal display), Creeping coins look just like coins (and
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# use the "$" symbol for both the recall window and for normal display), and
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# Trappers/Lurkers can never be seen (and use the "." symbol for the recall
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# window). All other monsters use "alphabetic" symbols, and "alphabetic"
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r_info.txt
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