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Text File | 2001-08-19 | 47.0 KB | 1,188 lines |
-
- # This file will allow you to customize your APWBorg along certain themes.
- # The borg is fairly successful, having won the game several times.
- # However, some players/observers of borgs would like to see it function
- # differently. Some would like to see the borg play more aggressively, or
- # more conservatively. While others would like to value armour class more.
- # Still others would like to see it collect more speed items.
-
- # With the expressions below, you can influence the borg's behavior and
- # equipment selection choices. The 'borg_worship_' variables will influence
- # his equipment selection by adding additional bonuses to items which
- # enhance that attribute. For example: if a borg recieves 2000 pts for
- # a single point of armour class, an 'ac worshipping' borg would receive
- # 3000 pts. This bonus would significantly influence equipment choices.
-
- # borg_worships_gold explained:
- # The borg_worships_gold option will greatly impact how the borg treats items
- # which he finds in the dungeon. With this opion on, he will return to town
- # whenever he fills up with items then sell those items. This can cause
- # the borg to lose some artifacts, since he will sell them even if not ID'd.
- # Generally speaking the borg will not sell an item unless it is at least
- # psuedo ID'd. The benefit of this option is that the borg will significantly
- # increase his income at the low clevels. This will increase his survivablity
- # by allowing him to invest in armour and arrows. With this on,
- # he will not recall to town to sell stuff but climb the stairs instead.
- # He will also not recall into the dungeon until dlevel 8 (instead of 5).
- # This option has no effect after clevel 20. One other downside of this is
- # that the borg will spend more time in town and may have to evade Vets more.
-
-
- # To modify, simply set it to TRUE or FALSE.
-
- # NOTE: THERE MUST BE A SPACE AFTER THE =
- # option = TRUE is acceptable
- # option =TRUE is NOT acceptable and will result in a default value.
-
- # Worships
-
- borg_worships_damage = FALSE
- borg_worships_speed = FALSE
- borg_worships_hp = FALSE
- borg_worships_mana = FALSE
- borg_worships_ac = FALSE
- borg_worships_gold = FALSE
-
-
- # use the POWER_ and REQ_ lines below. If false the borg will
- # use the calcs in the C code.
- # note: the dynamic calcs are slower than the internal calcs
-
- borg_uses_dynamic_calcs = TRUE
-
-
- # Risky
-
- # A risky borg is one who is not confined by character level requirements
- # in order to dive deeper. It is also more likely to stay in a battle than
- # to teleport out. A risky borg will dive faster but is more likely to die.
- # A borg who scums for uniques will set the auto_scum flag in order to generate
- # more exciting levels and hopefully encounter a unique
-
- borg_plays_risky = FALSE
- borg_scums_uniques = TRUE
-
-
- # Swap Items
-
- # The borg is designed to use Swap Items in the inventory. A swap item
- # is an equipment item (like a sword or armour item) which posseses a
- # desireable resistance or trait. If the borg is in danger, then he will
- # consider exchanging his current item for the swap item. A prime example of
- # this is at dungeon level 60. He is required to have several resists in
- # place. If he does not have them then he will not dive deeper. However,
- # with Swaps enabled he will select an item to cover the open resist then
- # dive down. Having Swaps enabled allows the borg to dive deeper, faster.
- # The draw back is the Swap Items take up two inventory slots.
-
- borg_uses_swaps = TRUE
-
-
-
- # Home Storage
-
- # The borg has two routines to store items in the home. One is very
- # effective and will make the best possible choice for adding an item to the
- # home. Unfortunately, this function is very slow. A much faster routine
- # will do a fine job at storing items in the home but it is not as
- # efficient.
-
- borg_slow_optimizehome = FALSE
-
-
- # Respawn
-
- # If the borg is in continual play mode (as with the screen saver),
- # he will respawn a randomly generated character at death. This section
- # allows the user to make certain bias for the type of character generated.
- # You may select the race and or class and or minimal stats for the Borg.
- # You may also select the minimal character level needed before the
- # character dump is created in the game directory.
-
- # With regards to race, the borg is programmed to accept the variety of
- # user defined races which may be in the p_info.txt file. So the values
- # given in table below are for the default races. But if you are bright
- # enough to modify the p_info.txt file then you are bright enough to figure
- # out that race 0 does not necessarily equal Human. It's just the first
- # race listed in your p_info.txt file.
- #
- # RACE:-2 Random Dragon Race CLASS:-1 Random Class
- # -1 Random Race 0 Warrior
- # 0 Human 1 Mage
- # 1 Half Elf 2 Priest
- # 2 Elf 3 Rogue
- # 3 Hobbit 4 Ranger
- # 4 Gnome 5 Paladin
- # 5 Dwarf
- # 6 Half Orc
- # 7 Half Troll
- # 8 Dunadan
- # 9 High Elf
- # With regards to the stats. The minimal stats are rolled by the
- # borg. CON will be 16, the secondary stat (usually DEX) will be 17,
- # The primary stat will be 17. These are the maximal values which
- # can be rolled (racial and class bonuses added after).
- # If the borg can not reach the stats after 500,000 tries the game
- # will just assign you a random stat.
- #
- # After killing Morgoth, generally, the borg will stop and allow you
- # to inspect the victory. If you set the respawn_winners then after
- # killing Morgoth,the borg will generate a new character. A map file
- # is created so you can see what the final battle looked like.
-
- auto_respawn_race = -2
- auto_respawn_class = -1
- auto_respawn_winners = FALSE
-
-
- # Dumps
-
- # This variable will determine the minimal character level at which the borg
- # will create a character dump file. That file contains some vital information
- # concerning the status of the borg at the time of his demise. It is placed
- # in the user directory.
-
- auto_dump_level = 1
-
-
- # Auto Stops
-
- # The borg is able to stop when it reaches a certain dungeon depth or character
- # level. He will also stop when he wins the game. If you want him to keep
- # playing, even after Morgoth is dead, then change the auto_stop_king to FALSE.
- # Set the other values to the level at which you want the borg to stop. Set
- # them out of bounds if you do not want him to stop.
-
- auto_stop_dlevel = 128
- auto_stop_clevel = 51
- auto_stop_king = TRUE
-
-
- # Chest Tolerance
-
- # The borg is able to search, disarm, and open chests. There is a inherant
- # risk when dealing with chests. The risk of setting off the trap vs the
- # benefit of the loot within the chest. The game uses a straight forward
- # formula for calculating the success of a chest. It is:
- # randint(100) < the skill of the player minus the dificulty of the chest.
- # Difficulties run from 1 to 63. I would recommend a tolerance of about 7
- # for vanilla chests (since they suck) and about 15 for DrAngband.
-
- borg_chest_fail_tolerance = 13
-
-
- # CHANGE THIS AT YOUR OWN RISK. Changes here can cause VERY STUPID borg
- # behaviour. If you do change them and your borg acts goofy, do not email me
- # complaining that your borg keeps dying. Change these values if you know
- # exactly what you are doing. It is strongly recommended that you keep a
- # backup copy of a borg.txt.
-
- # requirements
-
- # format of line
- # REQ_CLASSaaa_DEPTHbbb_(special value)
-
- # NOTE: CLASS999 = all classes
- # NOTE: it is possible to do stupid/impossible things, like require the borg
- # to have 3 Ringils or carry 999 potions of healing to get to level 1.
- # there are no checks against such stupidity.
- # special values are:
- # _ITEMxxx = xxx is the index in k_info- Item in inventory
- # _WITEMxxx = xxx is the index in k_info- Item being worn
- # _ARTIFACTxxx = xxx is the index in a_info- Artifact being worn
- # _FORMULAxxx = formula found on seperate line
- # the rest do not require numbers.
- # Too add this to this list, add to array in borg1.c, add to enum in borg1.h
- # (those must always match) then make sure the value is set in borg4.c borg_notice()
- # -personal attributes
- # _STR (0-39. 3 = 0, 15 = 18/00-18/09, 39 = 18/220)
- # _INT
- # _WIS
- # _DEX
- # _CON
- # _CHR
- # _CSTR (3-238+, 18/09 = 27)
- # _CINT
- # _CWIS
- # _CDEX
- # _CCON
- # _CCHR
- # Sustain Stat:
- # _SSTR
- # _SINT
- # _SWIS
- # _SDEX
- # _SCON
- # _SCHR
- #
- # _LITE = Has Lite
- # _HP = Max HP
- # _ADJHP = HP adj due to Con
- # _MMANA = max Mana
- # _ADJSP = mana adj due to Int/Wis
- # _SFAIL1 = fail rate from array1
- # _SFAIL2 = min fail rate
- # _CLEVEL = max char level
- # _ESP = has telepathy
- # _LITRAD = Lite Radius
- # _RECALL = number of 'Recall's
- # _FOOD = number of foods
- # _SPEED = base speed (110 = normal speed)
- # _SDIG = Slow Digest
- # _FEATH = feather fall
- # _REG = regen
- # _SINV = See invis
- # _INVIS = Invisible player
- # _INFRA = Infravision
- # _DIS = Base Disarm
- # _DEV = Base device use
- # _SAV = Base Saving throw
- # _STL = Stealth
- # _SRCH = Search
- # _SERCHFREQ = Search Frequency
- # _THN = To hit (normal)
- # _THB = To hit (shooting)
- # _THT = To hit (throwing)
- # _DIG = Digging
- # Ignores
- # _IFIRE
- # _IACID
- # _ICOLD
- # _IELEC
- # Resists
- # _RFIRE
- # _RCOLD
- # _RELEC
- # _RACID
- # _RPOIS
- # _RFEAR
- # _RLITE
- # _RDARK
- # _RBLIND
- # _RCONF
- # _RSND
- # _RSHRD
- # _RNXUS
- # _RNTHR
- # _RKAOS
- # _RDIS
- # _HLIFE = Hold Life
- # _FRACT = Free Action
- # same as without S but includes swap
- # _SRFIRE
- # _SRCOLD
- # _SRELEC
- # _SRACID
- # _SRPOIS
- # _SRFEAR
- # _SRLITE
- # _SRDARK
- # _SRBLIND
- # _SRCONF
- # _SRSND
- # _SRSHRD
- # _SRNXUS
- # _SRNTHR
- # _SRKAOS
- # _SRDIS
- # _SHLIFE
- # _SFRACT
- # _DEPTH = current depth being tested or Max Depth (for power)
- # _CDEPTH = current depth borg is on
- # when the borg is testing, he might see if he is ready for depth 10 while he is on
- # depth 9
- # _ARMOR = base AC
- # _TOHIT = base to hit, does not include weapon
- # _TODAM = base to damage, does not include weapon
- # _WTOHIT = weapon to hit (min 8 if level 25)
- # _WTODAM = weapon to damage (min 8 if level 25)
- # _BTOHIT = bow to hit (min 8 if level 25)
- # _BTODAM = bow to damage (min 8 if level 25)
- # _BLOWS = # attacks with current weapon
- # _SHOTS = # shots with current bow
- # _WMAXDAM = max damage per round with weapon (normal blow)
- # Assumes you can enchant to +8 if you are level 25+
- # _WBASEDAM = base damage per round with weapon (normal blow)
- # Assumes you no bonuses for to hit
- # _BMAXDAM = max damage per round with bow (normal hit)
- # Assumes you can enchant to +8 if you are level 25+
- # _HEAVYWEPON = Weapon is 'heavy'
- # _HEAVYBOW = bow is 'heavy'
- # _CRSTELE = random teleport
- # _CRSAGRV = Aggrevate
- # weapon attributes
- # WS = slays
- # _WSANIMAL
- # _WSEVIL
- # _WSUNDEAD
- # _WSDEMON
- # _WSORC
- # _WSTROLL
- # _WSGIANT
- # _WSDRAGON
- # WK = Weapon Kills
- # _WKDRAGON
- # _WIMPACT
- # WB = Weapon Branded With
- # _WBACID
- # _WBELEC
- # _WBFIRE
- # _WBCOLD
- # inventory amounts
- # _ATELEPORT
- # _AESCAPE
- # _FUEL
- # _HEAL
- # _EZHEAL
- # _ID
- # _ASPEED
- # STF = Staff
- # _ASTFMAGI Amount Staff Charges
- # _ASTFDEST
- # _AMISSLES only ones for your current bow count
- # _ACUREPOIS
- # _ADETTRAP
- # _ADETDOOR
- # _ADETEVIL
- # _AMAGICMAP
- # _ARECHARGE
- # _APFE = Protection from Evil
- # _AGLYPH = Rune Protection
- # _ACCW = CCW potions
- # _ACSW = CSW potions (+ CLW if cut)
- # _ARESHEAT = Resist Heat potion
- # _ARESCOLD = Resist Cold potion
- # _ATELEPORTLVL = Scroll of Teleport Level
- # _XGOI = Reliable GOI spell
- # _GOI = GOI spell is legal
- # _HWORD = Holy Word spell is legal
-
- # Formulas are in (ew) reverse polish notation.
- # Here is a copy of the formulas as defaults.
- # If you alter yours and mess them up, look here
- # to return them to the normal value.
- #FORMULA000=_CLEVEL 30 >= _ACCW _ACSW + 2 >= ||
- #FORMULA001=_CLEVEL 30 >= _ACCW _ACSW + 5 >= ||
- #FORMULA002=_ATELEPORT _AESCAPE + 2 >=
- #FORMULA003=_CLEVEL _DEPTH 4 - >= _DEPTH 19 >= ||
- #FORMULA004=_CLEVEL _DEPTH 5 + >= _DEPTH 19 >= ||
- #FORMULA005=_CLEVEL _DEPTH >= _DEPTH 19 >= ||
- #FORMULA006=_CLEVEL 30 >= _ACCW 5 >= ||
- #FORMULA007=_ESP _SINV ||
- #FORMULA008=_RCOLD _RELEC + _RACID + 1 >=
- #FORMULA009=_CLEVEL _DEPTH 5 + >= _CLEVEL 38 > ||
- #FORMULA010=_CLEVEL _DEPTH 8 + >= _CLEVEL 38 > ||
- #FORMULA011=_CLEVEL 38 - 2 * 30 + _DEPTH >= _CLEVEL 45 > ||
- #FORMULA012=_CLEVEL _DEPTH 10 - >= _CLEVEL 43 > ||
- #FORMULA013=_CLEVEL _DEPTH 13 - >= _CLEVEL 46 > ||
- #FORMULA014=_CLEVEL _DEPTH 8 - >= _CLEVEL 41 > ||
- #FORMULA015=_CLEVEL _DEPTH 7 - >= _CLEVEL 40 > ||
- #FORMULA016=_ATELEPORT _AESCAPE + 6 >=
- #FORMULA017=_CLEVEL 30 >= _ACCW _ACSW + 10 >= ||
- #FORMULA018=_SHLIFE _CLEVEL 50 = ||
- #FORMULA019=_HEAL _EZHEAL ||
- #FORMULA020=_HEAL 1 > _EZHEAL ||
- #FORMULA021=_WMAXDAM 20 * _BLOWS 1 + *
- #see also formulas 81+
- #FORMULA022=_WBASEDAM _BLOWS * 1 * _WSANIMAL *
- #FORMULA023=_WBASEDAM _BLOWS * 140 * _WSEVIL *
- #FORMULA024=_WBASEDAM _BLOWS * 150 * _WSUNDEAD *
- #FORMULA025=_WBASEDAM _BLOWS * 90 * _WSDEMON *
- #FORMULA026=_WBASEDAM _BLOWS * 20 * _WSORC *
- #FORMULA027=_WBASEDAM _BLOWS * 45 * _WSTROLL *
- #FORMULA028=_WBASEDAM _BLOWS * 180 * _WSDRAGON * _WKDRAGON ! *
- #FORMULA029=_WBASEDAM _BLOWS * 120 * _WSGIANT *
- #FORMULA030=_WBASEDAM _BLOWS * 120 * _WBACID *
- #FORMULA031=_WBASEDAM _BLOWS * 150 * _WBELEC *
- #FORMULA032=_WBASEDAM _BLOWS * 90 * _WBFIRE *
- #FORMULA033=_WBASEDAM _BLOWS * 90 * _WBCOLD *
- #FORMULA034=_WBASEDAM _BLOWS * 250 * _WKDRAGON *
- #CND035=_STR 14 <
- #FORMULA036=_SPEED 110 < _SPEED 114 > || _SPEED 110 - * 2500 *
- #CND037=_ADJHP 500 >
- #FORMULA038=_ADJHP 500 - 100 *
- #CND039=_CLEVEL 25 <
- #CND040=_ESP !
- #FORMULA041=_CLEVEL 50 == _HLIFE && 200 * _CLEVEL 50 != _HLIFE && 2000 * +
- #FORMULA042=_RCOLD _RFIRE && _RACID && _RELEC && 10000 *
- #FORMULA043=_SSTR _SINT && _SWIS && _SCON && _SDEX && 1000 *
- #FORMULA044=_SINV _ESP || 100000 *
- #CND045=_CLEVEL 50 !=
- #CND046=_ARMOR 15 <
- #CND047=_ARMOR 15 >= _ARMOR 35 < &&
- #CND048=_ARMOR 35 >=
- #FORMULA049=_RCOLD _RFIRE && _RACID && _RELEC && 100000 *
- #CND050=_CDEPTH 90 >
- #CND051=_REG 1 >= _SDIG 0 = &&
- #CND052=_ITEM419 0 ==
- #CND056=_CLEVEL 1 ==
- #CND057=_MMANA 100 >
- #FORMULA058= _AXGOI 1000 >= _RNTHR ||
- #FORMULA059= _AXGOI 1000 >= _RKAOS ||
- #FORMULA060= _AGOI 1000 >=
- #FORMULA061= _AHWORD 1000 >=
- #CND062=_RCONF ! _CLEVEL 35 < ||
- #CND063=_RCONF !
- #FORMULA064=_ADJSP 35000 *
- #CND065=_RBLIND !
- #FORMULA066=_ADJSP 35000 *
- #CND067=_RPOIS !
- #
- #FORMULA071=_ITEM324 _ITEM327 + 3 < _ITEM324 _ITEM327 + * 500 *
- #FORMULA072=_ITEM324 _ITEM327 + 3 >= 3 * 500 *
- #FORMULA073=_CDEPTH ! _HP 60 >= ||
- #FORMULA074=_CDEPTH ! _HP 80 >= ||
- #FORMULA075=_CDEPTH ! _CLEVEL 6 >= ||
- #FORMULA076=_CDEPTH ! _CLEVEL 15 >= ||
- #FORMULA077=_CDEPTH ! _CLEVEL 10 >= ||
- #
- #CND080=_STR 7 >
- #Also see formulas 22-34
- #FORMULA081=_WBASEDAM _BLOWS * 40 * _WSORC * _WSEVIL ! *
- #FORMULA082=_WBASEDAM _BLOWS * 45 * _WSTROLL * _WSEVIL ! *
- #FORMULA083=_WBASEDAM _BLOWS * 20 * _WSANIMAL * _WBELEC ! *
-
- # Priests use (heal + ez_heal > 45) && (ez_heal > 20)
- #FORMULA111=_ITEM242 _EZHEAL + 45 > _EZHEAL 20 >= &&
-
- # things marked depth 99 and greater are ignored if Morgoth is dead
- REQ_CLASS999_DEPTH001_LITRAD=1
- REQ_CLASS999_DEPTH001_FOOD=5
- REQ_CLASS999_DEPTH002_LITRAD=2
- REQ_CLASS999_DEPTH002_FUEL=5
- REQ_CLASS999_DEPTH002_RECALL=1
- REQ_CLASS999_DEPTH002_HP=30
- REQ_CLASS000_DEPTH003_HP=50
- REQ_CLASS000_DEPTH003_CLEVEL=4
- REQ_CLASS001_DEPTH003_HP=60
- REQ_CLASS001_DEPTH003_CLEVEL=11
- REQ_CLASS002_DEPTH003_HP=40
- REQ_CLASS002_DEPTH003_CLEVEL=9
- REQ_CLASS003_DEPTH003_HP=50
- REQ_CLASS003_DEPTH003_CLEVEL=8
- REQ_CLASS004_DEPTH003_HP=50
- REQ_CLASS004_DEPTH003_CLEVEL=4
- REQ_CLASS005_DEPTH003_HP=50
- REQ_CLASS005_DEPTH003_CLEVEL=4
- REQ_CLASS999_DEPTH003_RECALL=3
- REQ_CLASS999_DEPTH003_FORMULA000
- # this isn't quite what the original code did but no matter, it is commmented
- # out in the original code.
- # REQ_CLASS999_DEPTH003_ID=2
- REQ_CLASS000_DEPTH005_FORMULA073
- REQ_CLASS000_DEPTH005_FORMULA075
- REQ_CLASS001_DEPTH005_FORMULA074
- REQ_CLASS001_DEPTH005_FORMULA076
- REQ_CLASS002_DEPTH005_FORMULA073
- REQ_CLASS002_DEPTH005_FORMULA076
- REQ_CLASS003_DEPTH005_FORMULA073
- REQ_CLASS003_DEPTH005_FORMULA077
- REQ_CLASS004_DEPTH005_FORMULA073
- REQ_CLASS004_DEPTH005_FORMULA075
- REQ_CLASS005_DEPTH005_FORMULA073
- REQ_CLASS005_DEPTH005_FORMULA075
- REQ_CLASS999_DEPTH005_RECALL=4
- # this isn't quite what the original code did but no matter, it is commmented
- # out in the original code.
- # REQ_CLASS999_DEPTH005_ID=5
- REQ_CLASS999_DEPTH005_FORMULA001
- REQ_CLASS999_DEPTH010_FORMULA002
- REQ_CLASS000_DEPTH011_FORMULA003
- REQ_CLASS001_DEPTH011_FORMULA004
- REQ_CLASS002_DEPTH011_FORMULA005
- REQ_CLASS003_DEPTH011_FORMULA005
- REQ_CLASS004_DEPTH011_FORMULA005
- REQ_CLASS005_DEPTH011_FORMULA005
- # REQ_CLASS999_DEPTH010_ID=10
- REQ_CLASS999_DEPTH010_FORMULA006
- REQ_CLASS999_DEPTH010_FORMULA007
- REQ_CLASS999_DEPTH020_FRACT=1
- REQ_CLASS999_DEPTH021_SRFIRE=1
- REQ_CLASS999_DEPTH021_FORMULA008
- REQ_CLASS999_DEPTH021_CSTR=7
- REQ_CLASS999_DEPTH021_CDEX=7
- REQ_CLASS999_DEPTH021_CCON=7
- REQ_CLASS001_DEPTH021_CINT=7
- REQ_CLASS003_DEPTH021_CINT=7
- REQ_CLASS004_DEPTH021_CINT=7
- REQ_CLASS002_DEPTH021_CWIS=7
- REQ_CLASS005_DEPTH021_CWIS=7
- REQ_CLASS000_DEPTH021_FORMULA009
- REQ_CLASS001_DEPTH021_FORMULA010
- REQ_CLASS001_DEPTH033_FORMULA011
- REQ_CLASS003_DEPTH021_FORMULA012
- REQ_CLASS002_DEPTH021_FORMULA013
- REQ_CLASS004_DEPTH021_FORMULA014
- REQ_CLASS005_DEPTH021_FORMULA015
- REQ_CLASS999_DEPTH026_ATELEPORT=7
- REQ_CLASS999_DEPTH026_FORMULA016
- REQ_CLASS999_DEPTH026_FORMULA017
- REQ_CLASS999_DEPTH034_CLEVEL=40
- REQ_CLASS999_DEPTH040_SRCOLD=1
- REQ_CLASS999_DEPTH040_SRACID=1
- REQ_CLASS999_DEPTH040_SRELEC=1
- REQ_CLASS999_DEPTH040_SRPOIS=1
- REQ_CLASS999_DEPTH040_CSTR=16
- REQ_CLASS999_DEPTH040_CDEX=16
- REQ_CLASS999_DEPTH040_CCON=16
- REQ_CLASS001_DEPTH040_CINT=16
- REQ_CLASS003_DEPTH040_CINT=16
- REQ_CLASS004_DEPTH040_CINT=16
- REQ_CLASS002_DEPTH040_CWIS=16
- REQ_CLASS005_DEPTH040_CWIS=16
- REQ_CLASS999_DEPTH040_CLEVEL=45
- REQ_CLASS999_DEPTH046_SPEED=115
- REQ_CLASS999_DEPTH046_RCONF=1
- REQ_CLASS999_DEPTH046_HP=500
- REQ_CLASS999_DEPTH046_CSTR=58
- REQ_CLASS999_DEPTH046_CDEX=68
- REQ_CLASS999_DEPTH046_CCON=78
- REQ_CLASS001_DEPTH046_CINT=118
- REQ_CLASS003_DEPTH046_CINT=118
- REQ_CLASS004_DEPTH046_CINT=118
- REQ_CLASS002_DEPTH046_CWIS=118
- REQ_CLASS005_DEPTH046_CWIS=118
- REQ_CLASS999_DEPTH046_FORMULA018
- REQ_CLASS999_DEPTH046_FORMULA019
- REQ_CLASS999_DEPTH056_FORMULA020
- REQ_CLASS999_DEPTH056_SRBLIND=1
- REQ_CLASS000_DEPTH056_SRNTHR=1
- REQ_CLASS001_DEPTH056_FORMULA058
- REQ_CLASS002_DEPTH056_SRNTHR=1
- REQ_CLASS003_DEPTH056_SRNTHR=1
- REQ_CLASS004_DEPTH056_SRNTHR=1
- REQ_CLASS005_DEPTH056_SRNTHR=1
- REQ_CLASS999_DEPTH056_ESP=1
- REQ_CLASS999_DEPTH060_SPEED=120
- REQ_CLASS000_DEPTH060_SRKAOS=1
- REQ_CLASS001_DEPTH060_FORMULA059
- REQ_CLASS002_DEPTH060_SRKAOS=1
- REQ_CLASS003_DEPTH060_SRKAOS=1
- REQ_CLASS004_DEPTH060_SRKAOS=1
- REQ_CLASS005_DEPTH060_SRKAOS=1
- REQ_CLASS999_DEPTH060_SRDIS=1
- REQ_CLASS999_DEPTH081_SPEED=130
- # p of restore Mana
- REQ_CLASS001_DEPTH100_ITEM266=15
- REQ_CLASS002_DEPTH100_ITEM266=15
- REQ_CLASS003_DEPTH100_ITEM266=15
- REQ_CLASS004_DEPTH100_ITEM266=15
- REQ_CLASS005_DEPTH100_ITEM266=15
- # p of Healing
- REQ_CLASS999_DEPTH100_FORMULA111
- # Priests use (heal + ez_heal > 45) && (ez_heal > 20)
- FORMULA111=_ITEM242 _EZHEAL + 45 > _EZHEAL 20 >= &&
- REQ_CLASS999_DEPTH100_EZHEAL=15
- # p of speed
- REQ_CLASS999_DEPTH100_ASPEED=15
-
- # Formulas are in (ew) reverse polish notation.
- # Sorry, it was easiest to process.
- # I will comment translations above the formulas for
- # people who are not reverse polish.
- # ((max_level >= 30) || ((ccw+csw) >= 2))
- FORMULA000=_CLEVEL 30 >= _ACCW _ACSW + 2 >= ||
- # ((max_level >= 30) || ((ccw+csw) >= 5))
- FORMULA001=_CLEVEL 30 >= _ACCW _ACSW + 5 >= ||
- # amt_teleport + amt_escape >= 2
- FORMULA002=_ATELEPORT _AESCAPE + 2 >=
- # max_level >= depth - 4 || depth >= 19
- FORMULA003=_CLEVEL _DEPTH 4 - >= _DEPTH 19 >= ||
- # max_level >= depth + 5 || depth >= 19
- FORMULA004=_CLEVEL _DEPTH 5 + >= _DEPTH 19 >= ||
- # max_level >= depth || depth >= 19
- FORMULA005=_CLEVEL _DEPTH >= _DEPTH 19 >= ||
- # ((max_level >= 30) || (CCW >= 5))
- FORMULA006=_CLEVEL 30 >= _ACCW 5 >= ||
- # see invis or telepathy
- FORMULA007=_ESP _SINV ||
- # one resist (other than fire)
- FORMULA008=_RCOLD _RELEC + _RACID + 1 >=
- # max_level >= depth + 5 || max_level > 38
- FORMULA009=_CLEVEL _DEPTH 5 + >= _CLEVEL 38 > ||
- # max_level >= depth + 8 || max_level > 38
- FORMULA010=_CLEVEL _DEPTH 8 + >= _CLEVEL 38 > ||
- # (max_level-38)*2+30 <= dlevel (or clevel > 45)
- FORMULA011=_CLEVEL 38 - 2 * 30 + _DEPTH >= _CLEVEL 45 > ||
- # max_level >= depth - 10 || max_level > 43
- FORMULA012=_CLEVEL _DEPTH 10 - >= _CLEVEL 43 > ||
- # max_level >= depth - 13 || max_level > 46
- FORMULA013=_CLEVEL _DEPTH 13 - >= _CLEVEL 46 > ||
- # max_level >= depth - 8 || max_level >= 41
- FORMULA014=_CLEVEL _DEPTH 8 - >= _CLEVEL 41 > ||
- # max_level >= depth - 7 || max_level >= 40
- FORMULA015=_CLEVEL _DEPTH 7 - >= _CLEVEL 40 > ||
- # amt_teleport + amt_escape >= 6
- FORMULA016=_ATELEPORT _AESCAPE + 6 >=
- # ((max_level >= 30) || ((ccw+csw) >= 10))
- FORMULA017=_CLEVEL 30 >= _ACCW _ACSW + 10 >= ||
- # if below level 50, must have hold life
- FORMULA018=_SHLIFE _CLEVEL 50 = ||
- # have some heal or ez heal
- FORMULA019=_HEAL _EZHEAL ||
- # have 2 heal or 1 ez heal
- FORMULA020=_HEAL 1 > _EZHEAL ||
- # Mage has reliable GOI spell or the resist
- FORMULA058= _AXGOI 1000 >= _RNTHR ||
- FORMULA059= _AXGOI 1000 >= _RKAOS ||
- CND060= _AGOI 1000 >=
- CND061= _AHWORD 1000 >=
-
- # HP must be more than x unless we are checking from town (_CDEPTH 0)
- FORMULA073=_CDEPTH ! _HP 60 >= ||
- FORMULA074=_CDEPTH ! _HP 80 >= ||
- # player level must be more than x0 unless we are checking from town (_CDEPTH 0)
- FORMULA075=_CDEPTH ! _CLEVEL 6 >= ||
- FORMULA076=_CDEPTH ! _CLEVEL 15 >= ||
- FORMULA077=_CDEPTH ! _CLEVEL 10 >= ||
-
- # Power calculations
-
- # CHANGE THIS AT YOUR OWN RISK. Changes here can cause VERY STUPID borg
- # behaviour.
-
- # Stuff left in code: 1) heavy armor gives a sliding loss of power
- # 2) bad gloves on a mage, -275K
- # 3) bad weapon on a priest, -75K
- # 4) special bonus for one item with RNeth RDisn RChaos = 25K
- # 5) special bonus for one item with RNeth RDisn = 15K
- # 6) CSW reward (complex)
- # 7) low level spell books (complex... need to know what you can cast)
- # 8) state specific things. This includes, enchant weapon scrolls when
- # weapon needs enchanting, restore stat potions, cures when injured in town,
- # and extra food when hungry
- # 9) weight/encumbrance penalty (too complex)
- # 10) reward for empty slots (to avoid carrying worthless junk) 4K/slot
- #
-
- # POWER_CLASSxxx_DEPTHxxx_CNDxxx_RANGExxxTOxxx_(special value)=xxx EACH
-
- # NOTE: CND is optional. It refers to a _FORMULA line later. The formula will be
- # evalulated and, if it is 0, the power calc is skipped
- # NOTE: EACH is optional.
- # NOTE: with range, only amounts in that range will count.
- # so if range is RANGE006TO007 and you have 12, you get
- # 2 * the 'power' with 'each' or nothing if not each
- # Range is ignored for formulas (gives an error)
- # NOTE: _RANGE000TO999 is a special case. it means 'no range used'
-
- # things marked depth 99 and greater are ignored if Morgoth is dead
-
- # 20 per damage point * (blows + 1)
- POWER_CLASS999_DEPTH000_RANGE000TO999_FORMULA021
- FORMULA021=_WMAXDAM 20 * _BLOWS 1 + *
- POWER_CLASS999_DEPTH000_RANGE000TO999_TOHIT= 30 EACH
- POWER_CLASS999_DEPTH000_RANGE000TO999_WTOHIT= 30 EACH
- # slays and such... yikes!
- POWER_CLASS999_DEPTH000_RANGE000TO999_FORMULA022
- POWER_CLASS999_DEPTH000_RANGE000TO999_FORMULA083
- #SAnimal is rewarded only if weapon is not electric brand.
- FORMULA022=_WBASEDAM _BLOWS * 1 * _WSANIMAL *
- FORMULA083=_WBASEDAM _BLOWS * 20 * _WSANIMAL * _WBELEC ! *
- POWER_CLASS999_DEPTH000_RANGE000TO999_FORMULA023
- FORMULA023=_WBASEDAM _BLOWS * 140 * _WSEVIL *
- POWER_CLASS999_DEPTH000_RANGE000TO999_FORMULA024
- FORMULA024=_WBASEDAM _BLOWS * 150 * _WSUNDEAD *
- POWER_CLASS999_DEPTH000_RANGE000TO999_FORMULA025
- FORMULA025=_WBASEDAM _BLOWS * 90 * _WSDEMON *
- #SOrc is rewarded more if slay evil is not possesed
- POWER_CLASS999_DEPTH000_RANGE000TO999_FORMULA026
- POWER_CLASS999_DEPTH000_RANGE000TO999_FORMULA081
- FORMULA026=_WBASEDAM _BLOWS * 20 * _WSORC *
- FORMULA081=_WBASEDAM _BLOWS * 20 * _WSORC * _WSEVIL ! *
- #STroll is rewarded more if slay evil is not possesed
- POWER_CLASS999_DEPTH000_RANGE000TO999_FORMULA027
- POWER_CLASS999_DEPTH000_RANGE000TO999_FORMULA082
- FORMULA027=_WBASEDAM _BLOWS * 45 * _WSTROLL *
- FORMULA082=_WBASEDAM _BLOWS * 45 * _WSTROLL * _WSEVIL ! *
- POWER_CLASS999_DEPTH000_RANGE000TO999_FORMULA028
- FORMULA028=_WBASEDAM _BLOWS * 180 * _WSDRAGON * _WKDRAGON ! *
- POWER_CLASS999_DEPTH000_RANGE000TO999_FORMULA029
- FORMULA029=_WBASEDAM _BLOWS * 120 * _WSGIANT *
- POWER_CLASS999_DEPTH000_RANGE000TO999_FORMULA030
- FORMULA030=_WBASEDAM _BLOWS * 120 * _WBACID *
- POWER_CLASS999_DEPTH000_RANGE000TO999_FORMULA031
- FORMULA031=_WBASEDAM _BLOWS * 150 * _WBELEC *
- POWER_CLASS999_DEPTH000_RANGE000TO999_FORMULA032
- FORMULA032=_WBASEDAM _BLOWS * 90 * _WBFIRE *
- POWER_CLASS999_DEPTH000_RANGE000TO999_FORMULA033
- FORMULA033=_WBASEDAM _BLOWS * 90 * _WBCOLD *
- POWER_CLASS999_DEPTH000_RANGE000TO999_FORMULA034
- FORMULA034=_WBASEDAM _BLOWS * 250 * _WKDRAGON *
- POWER_CLASS999_DEPTH000_RANGE000TO999_WIMPACT=5000
- POWER_CLASS999_DEPTH000_CND080_RANGE000TO999_HEAVYWEPON=-8000
- CND080=_STR 7 >
- POWER_CLASS999_DEPTH000_RANGE000TO999_HEAVYBOW=-500000
-
- # Borg worships num_blow, even on broken swords.
- # kind 47 is a broken sword usually 1d2 in damage
- POWER_CLASS999_DEPTH000_RANGE000TO999_WITEM030=-5000
- POWER_CLASS999_DEPTH000_RANGE000TO999_WITEM047=-5000
- POWER_CLASS999_DEPTH000_RANGE000TO999_WITEM390=-5000
-
- # slings force you to carry heavy ammo. Penalty for that unles you have lots of str
- POWER_CLASS999_DEPTH000_CND035_RANGE000TO999_WITEM077= -5000
- CND035=_STR 14 <
-
- # bow damage
- POWER_CLASS999_DEPTH000_RANGE000TO999_BMAXDAM= 9 EACH
- POWER_CLASS999_DEPTH000_RANGE000TO999_TOHIT= 7 EACH
- POWER_CLASS999_DEPTH000_RANGE000TO999_BTOHIT= 7 EACH
-
- # Rangers perfer bows
- POWER_CLASS004_DEPTH000_RANGE000TO999_WITEM073= 30000
- POWER_CLASS004_DEPTH000_RANGE000TO999_WITEM074= 30000
-
- # Dragon armor liked for the activation. (AJG: I adjusted this slightly)
- POWER_CLASS999_DEPTH000_RANGE000TO999_WITEM400=3100
- POWER_CLASS999_DEPTH000_RANGE000TO999_WITEM401=3100
- POWER_CLASS999_DEPTH000_RANGE000TO999_WITEM402=3100
- POWER_CLASS999_DEPTH000_RANGE000TO999_WITEM403=3100
- POWER_CLASS999_DEPTH000_RANGE000TO999_WITEM404=4750
- POWER_CLASS999_DEPTH000_RANGE000TO999_WITEM405=5250
- POWER_CLASS999_DEPTH000_RANGE000TO999_WITEM406=7550
- POWER_CLASS999_DEPTH000_RANGE000TO999_WITEM407=8650
- POWER_CLASS999_DEPTH000_RANGE000TO999_WITEM408=9750
- POWER_CLASS999_DEPTH000_RANGE000TO999_WITEM409=10850
- POWER_CLASS999_DEPTH000_RANGE000TO999_WITEM410=11950
- POWER_CLASS999_DEPTH000_RANGE000TO999_WITEM411=13050
- POWER_CLASS999_DEPTH000_RANGE000TO999_WITEM412=20150
-
- # Light bonuses
- POWER_CLASS999_DEPTH000_RANGE000TO999_LITRAD=1000000 EACH
- POWER_CLASS999_DEPTH000_RANGE000TO999_ARTIFACT001=8000
- POWER_CLASS999_DEPTH000_RANGE000TO999_ARTIFACT002=10000
- POWER_CLASS999_DEPTH000_RANGE000TO999_ARTIFACT003=12000
-
- # Speed formulas are slightly complex. Note negative for poor speed
- # 110 is the base speed
- # (Speed - 110) * 2500
- POWER_CLASS999_DEPTH000_RANGE000TO999_FORMULA036
- FORMULA036=_SPEED 110 < _SPEED 114 > || _SPEED 110 - * 2500 *
- POWER_CLASS999_DEPTH000_RANGE111TO999_SPEED= 1000 EACH
- POWER_CLASS999_DEPTH000_RANGE110TO114_SPEED= 55000
- POWER_CLASS999_DEPTH000_RANGE115TO119_SPEED= 75000
- POWER_CLASS999_DEPTH000_RANGE120TO124_SPEED= 100000
- POWER_CLASS999_DEPTH000_RANGE125TO129_SPEED= 125000
- POWER_CLASS999_DEPTH000_RANGE130TO134_SPEED= 140000
- POWER_CLASS999_DEPTH000_RANGE135TO139_SPEED= 155000
- POWER_CLASS999_DEPTH000_RANGE140TO144_SPEED= 165000
- POWER_CLASS999_DEPTH000_RANGE145TO149_SPEED= 170000
- POWER_CLASS999_DEPTH000_RANGE150TO999_SPEED= 175000
-
- # stat bonuses
- POWER_CLASS999_DEPTH000_RANGE000TO999_STR= 100 EACH
- # note: division of bonus based on class
- POWER_CLASS001_DEPTH000_RANGE000TO999_INT= 200 EACH
- POWER_CLASS002_DEPTH000_RANGE000TO999_WIS= 200 EACH
- POWER_CLASS003_DEPTH000_RANGE000TO999_INT= 200 EACH
- POWER_CLASS004_DEPTH000_RANGE000TO999_INT= 200 EACH
- POWER_CLASS005_DEPTH000_RANGE000TO999_WIS= 200 EACH
- # we can't directly give a bonus for mana or your bonus
- # would adjust as you cast spells. Instead we give a
- # bonus for 'mana adjustment' based on stats
- POWER_CLASS001_DEPTH000_RANGE000TO999_ADJSP= 255 EACH
- POWER_CLASS002_DEPTH000_RANGE000TO999_ADJSP= 250 EACH
- POWER_CLASS003_DEPTH000_RANGE000TO999_ADJSP= 155 EACH
- POWER_CLASS004_DEPTH000_RANGE000TO999_ADJSP= 155 EACH
- POWER_CLASS005_DEPTH000_RANGE000TO999_ADJSP= 150 EACH
- # The fail rate is based on the table adj_mag_stat[]
- POWER_CLASS001_DEPTH000_RANGE000TO999_SFAIL1= 5010 EACH
- POWER_CLASS002_DEPTH000_RANGE000TO999_SFAIL1= 5000 EACH
- POWER_CLASS003_DEPTH000_RANGE000TO999_SFAIL1= 3010 EACH
- POWER_CLASS004_DEPTH000_RANGE000TO999_SFAIL1= 3010 EACH
- POWER_CLASS005_DEPTH000_RANGE000TO999_SFAIL1= 3000 EACH
- # This is the 'min fail rate' and it is nice if it is 0
- # (note range 0 to 0) (I hope this works)
- POWER_CLASS001_DEPTH000_RANGE000TO002_SFAIL2= 70000
- POWER_CLASS002_DEPTH000_RANGE000TO002_SFAIL2= 70000
- # Mages with GOI legal try to maximize INT
- POWER_CLASS001_DEPTH000_CND060_RANGE000TO999_FORMULA064
- # Priests with Holy Word legal try to maximize WIS
- POWER_CLASS002_DEPTH000_CND061_RANGE000TO999_FORMULA064
- FORMULA064=_ADJSP 35000 *
-
- POWER_CLASS999_DEPTH000_RANGE000TO999_DEX= 120 EACH
- # like spell points, hit points are 'powered' based on your hp bonus
- # which is based on your con and adj_con_mhp[]
- POWER_CLASS999_DEPTH000_RANGE000TO999_CON= 150 EACH
- # first 500 hp's are more important than the next 500
- POWER_CLASS999_DEPTH000_RANGE000TO500_ADJHP= 350 EACH
- # can't use the range because of the 999 max :-(
- POWER_CLASS999_DEPTH000_CND037_RANGE000TO999_FORMULA038
- CND037=_ADJHP 500 >
- FORMULA038=_ADJHP 500 - 100 *
- # charisma is only nice at low levels
- POWER_CLASS999_DEPTH000_CND039_RANGE000TO999_CHR= 2 EACH
- CND039=_CLEVEL 25 <
-
- # 'minor' skills
- POWER_CLASS999_DEPTH000_RANGE000TO999_DIS= 2 EACH
- POWER_CLASS999_DEPTH000_RANGE000TO999_DEV= 25 EACH
- POWER_CLASS999_DEPTH000_RANGE000TO999_SAV= 25 EACH
- POWER_CLASS999_DEPTH000_RANGE100TO999_SAV= 10000
- POWER_CLASS999_DEPTH000_RANGE000TO999_STL= 2 EACH
- POWER_CLASS999_DEPTH000_RANGE000TO999_SRCH= 1 EACH
- POWER_CLASS999_DEPTH000_RANGE000TO999_SERCHFREQ= 1 EACH
- POWER_CLASS999_DEPTH000_RANGE000TO999_THN= 5 EACH
- POWER_CLASS999_DEPTH000_RANGE000TO999_THB= 35 EACH
- POWER_CLASS999_DEPTH000_RANGE000TO999_THT= 2 EACH
- POWER_CLASS999_DEPTH000_RANGE000TO999_DIG= 2 EACH
-
- # other powers
- POWER_CLASS999_DEPTH000_RANGE000TO999_SDIG= 10
-
- # note: after depth 20 you only get 50 for Feather fall (500-450)
- POWER_CLASS999_DEPTH000_RANGE000TO999_FEATH= 500
- POWER_CLASS999_DEPTH020_RANGE000TO999_FEATH= -450
- POWER_CLASS999_DEPTH000_RANGE000TO999_LITE= 2000
- # 500 for ESP & See inv, 5000 for just see inv (ESP is rewarded later)
- POWER_CLASS999_DEPTH000_RANGE000TO999_SINV= 500
- POWER_CLASS999_DEPTH000_CND040_RANGE000TO999_SINV= 4500
- # Invisible player, after depth 50, less value
- POWER_CLASS999_DEPTH000_RANGE000TO999_INVIS= 50000
- POWER_CLASS999_DEPTH050_RANGE000TO999_INVIS= -40000
-
- CND040=_ESP !
- POWER_CLASS999_DEPTH000_RANGE000TO999_FRACT= 10000
- # only 200 pts for Hold Life if you have maxed out your level
- POWER_CLASS999_DEPTH000_RANGE000TO999_FORMULA041
- FORMULA041=_CLEVEL 50 == _HLIFE && 200 * _CLEVEL 50 != _HLIFE && 2000 * +
- POWER_CLASS999_DEPTH000_RANGE000TO999_REG= 2000
- POWER_CLASS999_DEPTH000_RANGE000TO999_ESP= 80000
- POWER_CLASS999_DEPTH000_RANGE000TO999_ICOLD= 50000
- POWER_CLASS999_DEPTH000_RANGE000TO999_IELEC= 25000
- POWER_CLASS999_DEPTH000_RANGE000TO999_IFIRE= 70000
- POWER_CLASS999_DEPTH000_RANGE000TO999_IACID= 30000
- POWER_CLASS999_DEPTH000_RANGE000TO999_RCOLD= 3000 EACH
- POWER_CLASS999_DEPTH000_RANGE000TO999_RELEC= 4000 EACH
- POWER_CLASS999_DEPTH000_RANGE000TO999_RACID= 6000 EACH
- POWER_CLASS999_DEPTH000_RANGE000TO999_RFIRE= 8000 EACH
- # special bonus for base 4 resists
- POWER_CLASS999_DEPTH000_RANGE000TO999_FORMULA042
- FORMULA042=_RCOLD _RFIRE && _RACID && _RELEC && 10000 *
- POWER_CLASS999_DEPTH000_RANGE000TO999_RPOIS= 20000
- POWER_CLASS999_DEPTH000_RANGE000TO999_RSND= 3500
- POWER_CLASS999_DEPTH000_RANGE000TO999_RLITE= 800
- POWER_CLASS999_DEPTH000_RANGE000TO999_RDARK= 800
- POWER_CLASS999_DEPTH000_RANGE000TO999_RKAOS= 5000
- # note, this is especially high because some items (CCW) give
- # extra bonuses if you don't have RCONF, so we need to ensure
- # you will not do that -instead- of getting RCONF
- POWER_CLASS999_DEPTH000_RANGE000TO999_RCONF= 80000
- # and a little extra for a mage.
- POWER_CLASS001_DEPTH000_RANGE000TO999_RCONF= 2000
- POWER_CLASS999_DEPTH000_RANGE000TO999_RDIS= 5000
- POWER_CLASS999_DEPTH000_RANGE000TO999_RSHRD= 100
- POWER_CLASS999_DEPTH000_RANGE000TO999_RNXUS= 100
- POWER_CLASS999_DEPTH000_RANGE000TO999_RBLIND= 5000
- POWER_CLASS999_DEPTH000_RANGE000TO999_RNTHR= 5500
- POWER_CLASS999_DEPTH000_RANGE000TO999_RFEAR= 2000
- # sustains
- # note: don't care about SCHR
- POWER_CLASS999_DEPTH000_RANGE000TO999_SSTR= 50
- POWER_CLASS999_DEPTH000_RANGE000TO999_SINT= 50
- POWER_CLASS999_DEPTH000_RANGE000TO999_SWIS= 50
- POWER_CLASS999_DEPTH000_RANGE000TO999_SCON= 50
- POWER_CLASS999_DEPTH000_RANGE000TO999_SDEX= 50
- # special bonus for sustain all
- POWER_CLASS999_DEPTH000_RANGE000TO999_FORMULA043
- FORMULA043=_SSTR _SINT && _SWIS && _SCON && _SDEX && 1000 *
-
- # special rewards for 'must have' (based on requirements above)
- POWER_CLASS999_DEPTH009_RANGE000TO999_FORMULA044
- FORMULA044=_SINV _ESP || 100000 *
- POWER_CLASS999_DEPTH019_RANGE000TO999_FRACT= 100000
- POWER_CLASS999_DEPTH024_RANGE000TO999_RFIRE= 100000
- POWER_CLASS999_DEPTH039_RANGE000TO999_RPOIS= 100000
- POWER_CLASS999_DEPTH039_RANGE000TO999_RELEC= 100000
- POWER_CLASS999_DEPTH039_RANGE000TO999_RACID= 100000
- POWER_CLASS999_DEPTH039_RANGE000TO999_RCOLD= 100000
- POWER_CLASS999_DEPTH045_CND045_RANGE000TO999_HLIFE= 100000
- CND045=_CLEVEL 50 !=
- POWER_CLASS999_DEPTH045_RANGE115TO999_SPEED= 100000
- POWER_CLASS999_DEPTH045_RANGE000TO999_RCONF= 100000
- # note: Resist nether shows up several times... it is important
- POWER_CLASS999_DEPTH049_RANGE000TO999_RNTHR= 55000
- POWER_CLASS999_DEPTH049_RANGE000TO999_RSND= 100000
- POWER_CLASS999_DEPTH054_RANGE000TO999_RBLIND= 100000
- POWER_CLASS999_DEPTH054_RANGE000TO999_ESP= 100000
- POWER_CLASS999_DEPTH059_RANGE000TO999_RNTHR= 55000
- POWER_CLASS999_DEPTH059_RANGE000TO999_RKAOS= 104000
- POWER_CLASS999_DEPTH059_RANGE000TO999_RDIS= 90000
- # speed above 120 gets a bonus
- POWER_CLASS999_DEPTH059_RANGE120TO999_SPEED= 100000
- # speed above 130 gets a bonus
- POWER_CLASS999_DEPTH079_RANGE130TO999_SPEED= 100000
- POWER_CLASS999_DEPTH079_RANGE000TO999_RNTHR= 15000
- POWER_CLASS999_DEPTH079_RANGE000TO999_RDARK= 25000
- # Warrior's get an extra bonus for speed about 140
- POWER_CLASS000_DEPTH079_RANGE140TO999_SPEED= 100000
-
- # AC Bonuses (dependant on level)
- POWER_CLASS999_DEPTH000_CND046_RANGE000TO999_ARMOR= 2000 EACH
- CND046=_ARMOR 15 <
- POWER_CLASS999_DEPTH000_CND047_RANGE000TO999_ARMOR= 1500 EACH
- CND047=_ARMOR 15 >= _ARMOR 75 < &&
- POWER_CLASS999_DEPTH000_CND048_RANGE000TO999_ARMOR= 1000 EACH
- CND048=_ARMOR 75 >=
-
- # cursed items
- POWER_CLASS999_DEPTH000_RANGE000TO999_CRSTELE= -100000
- POWER_CLASS999_DEPTH000_RANGE000TO999_CRSAGRV= -8000
-
- # Depth 99+, assume going after Morgoth.
- # note: these are ignored if Morgoth is dead
- POWER_CLASS999_DEPTH099_RANGE000TO999_SSTR= 35000
- POWER_CLASS001_DEPTH099_RANGE000TO999_SINT= 45000
- POWER_CLASS003_DEPTH099_RANGE000TO999_SINT= 45000
- POWER_CLASS004_DEPTH099_RANGE000TO999_SINT= 45000
- POWER_CLASS002_DEPTH099_RANGE000TO999_SWIS= 35000
- POWER_CLASS005_DEPTH099_RANGE000TO999_SWIS= 35000
- POWER_CLASS999_DEPTH099_RANGE000TO999_SCON= 55000
- POWER_CLASS999_DEPTH099_RANGE000TO999_SDEX= 15000
- POWER_CLASS999_DEPTH099_RANGE000TO999_WSEVIL= 15000
- POWER_CLASS999_DEPTH099_RANGE000TO999_RNTHR= 15000
- POWER_CLASS999_DEPTH099_RANGE000TO999_RDIS= 15000
- POWER_CLASS999_DEPTH099_RANGE000TO999_RPOIS= 100000
- #Pots of Berserk Str for non Priest/Mage
- POWER_CLASS000_DEPTH099_RANGE000TO999_ITEM258= 2000 EACH
- POWER_CLASS003_DEPTH099_RANGE000TO999_ITEM258= 2000 EACH
- POWER_CLASS004_DEPTH099_RANGE000TO999_ITEM258= 2000 EACH
- POWER_CLASS005_DEPTH099_RANGE000TO999_ITEM258= 2000 EACH
- #Mushrooms of Restoring
- POWER_CLASS999_DEPTH099_RANGE000TO999_ITEM012= 5000 EACH
-
- POWER_CLASS999_DEPTH099_RANGE000TO999_FORMULA049
- FORMULA049=_RCOLD _RFIRE && _RACID && _RELEC && 100000 *
-
- # artifact activation bonuses
- POWER_CLASS000_DEPTH000_RANGE000TO999_ARTIFACT001= 1500
- POWER_CLASS001_DEPTH000_RANGE000TO999_ARTIFACT001= 500
- POWER_CLASS002_DEPTH000_RANGE000TO999_ARTIFACT001= 500
- POWER_CLASS003_DEPTH000_RANGE000TO999_ARTIFACT001= 1000
- POWER_CLASS004_DEPTH000_RANGE000TO999_ARTIFACT001= 1000
- POWER_CLASS005_DEPTH000_RANGE000TO999_ARTIFACT001= 1000
- POWER_CLASS999_DEPTH000_RANGE000TO999_ARTIFACT002= 1200
- POWER_CLASS000_DEPTH000_RANGE000TO999_ARTIFACT001= 2000
- POWER_CLASS001_DEPTH000_RANGE000TO999_ARTIFACT003= 2000
- POWER_CLASS002_DEPTH000_RANGE000TO999_ARTIFACT003= 1500
- POWER_CLASS003_DEPTH000_RANGE000TO999_ARTIFACT003= 2000
- POWER_CLASS004_DEPTH000_RANGE000TO999_ARTIFACT003= 2000
- POWER_CLASS005_DEPTH000_RANGE000TO999_ARTIFACT003= 2000
- POWER_CLASS999_DEPTH000_RANGE000TO999_ARTIFACT067= 527
- POWER_CLASS999_DEPTH000_RANGE000TO999_ARTIFACT068= 518
- POWER_CLASS999_DEPTH000_RANGE000TO999_ARTIFACT069= 524
- POWER_CLASS999_DEPTH000_RANGE000TO999_ARTIFACT070= 596
- POWER_CLASS999_DEPTH000_RANGE000TO999_ARTIFACT072= 554
- POWER_CLASS999_DEPTH000_RANGE000TO999_ARTIFACT082= 700
- # NOTE: Don't do this if you are using random artifacts (ringil speed bonus)
- # POWER_CLASS999_DEPTH000_RANGE000TO999_ARTIFACT082= 25000
- POWER_CLASS999_DEPTH000_RANGE000TO999_ARTIFACT083= 644
- POWER_CLASS999_DEPTH000_RANGE000TO999_ARTIFACT093= 620
- POWER_CLASS999_DEPTH000_RANGE000TO999_ARTIFACT097= 700
- POWER_CLASS999_DEPTH000_RANGE000TO999_ARTIFACT112= 700
- POWER_CLASS999_DEPTH000_RANGE000TO999_ARTIFACT115= 644
- POWER_CLASS999_DEPTH000_RANGE000TO999_ARTIFACT122= 590
- POWER_CLASS999_DEPTH000_RANGE000TO999_ARTIFACT016= 800
- POWER_CLASS999_DEPTH000_RANGE000TO999_ARTIFACT053= 507
- POWER_CLASS999_DEPTH000_RANGE000TO999_ARTIFACT054= 540
- POWER_CLASS999_DEPTH000_RANGE000TO999_ARTIFACT055= 527
- POWER_CLASS999_DEPTH000_RANGE000TO999_ARTIFACT056= 518
- POWER_CLASS999_DEPTH000_RANGE000TO999_ARTIFACT057= 522
- POWER_CLASS999_DEPTH000_RANGE000TO999_ARTIFACT059= 650
- # NOTE: Don't do this if you are using random artifacts (FINGOLFIN special bonus)
- # POWER_CLASS999_DEPTH000_RANGE000TO999_ARTIFACT059= 5000
- # Ok so I fudged this one: Dispel Evil (it was a nice formula in the code)
- # I took a random average
- POWER_CLASS999_DEPTH000_RANGE000TO999_ARTIFACT005= 650
- POWER_CLASS999_DEPTH000_RANGE000TO999_ARTIFACT010= 740
- POWER_CLASS999_DEPTH000_RANGE000TO999_ARTIFACT011= 900
- POWER_CLASS999_DEPTH000_RANGE000TO999_ARTIFACT012= 1000
- POWER_CLASS999_DEPTH000_RANGE000TO999_ARTIFACT013= 999999
- POWER_CLASS000_DEPTH000_RANGE000TO999_ARTIFACT108= 1000
- POWER_CLASS001_DEPTH000_RANGE000TO999_ARTIFACT108= 500
- POWER_CLASS002_DEPTH000_RANGE000TO999_ARTIFACT108= 1000
- POWER_CLASS003_DEPTH000_RANGE000TO999_ARTIFACT108= 1000
- POWER_CLASS004_DEPTH000_RANGE000TO999_ARTIFACT108= 1000
- POWER_CLASS005_DEPTH000_RANGE000TO999_ARTIFACT108= 1000
- POWER_CLASS999_DEPTH000_RANGE000TO999_ARTIFACT017= 650
- POWER_CLASS000_DEPTH000_RANGE000TO999_ARTIFACT017= 25000
- POWER_CLASS003_DEPTH000_RANGE000TO999_ARTIFACT017= 25000
- POWER_CLASS005_DEPTH000_RANGE000TO999_ARTIFACT017= 25000
- POWER_CLASS999_DEPTH000_RANGE000TO999_ARTIFACT044= 650
- POWER_CLASS000_DEPTH000_RANGE000TO999_ARTIFACT044= 25000
- POWER_CLASS003_DEPTH000_RANGE000TO999_ARTIFACT044= 25000
- POWER_CLASS005_DEPTH000_RANGE000TO999_ARTIFACT044= 25000
- POWER_CLASS000_DEPTH000_RANGE000TO999_ARTIFACT045= 7500
- POWER_CLASS001_DEPTH000_RANGE000TO999_ARTIFACT045= 500
- POWER_CLASS002_DEPTH000_RANGE000TO999_ARTIFACT045= 500
- POWER_CLASS003_DEPTH000_RANGE000TO999_ARTIFACT045= 700
- POWER_CLASS004_DEPTH000_RANGE000TO999_ARTIFACT045= 700
- POWER_CLASS005_DEPTH000_RANGE000TO999_ARTIFACT045= 700
- POWER_CLASS000_DEPTH000_RANGE000TO999_ARTIFACT046= 600
- POWER_CLASS001_DEPTH000_RANGE000TO999_ARTIFACT046= 500
- POWER_CLASS002_DEPTH000_RANGE000TO999_ARTIFACT046= 600
- POWER_CLASS003_DEPTH000_RANGE000TO999_ARTIFACT046= 600
- POWER_CLASS004_DEPTH000_RANGE000TO999_ARTIFACT046= 600
- POWER_CLASS005_DEPTH000_RANGE000TO999_ARTIFACT046= 600
- POWER_CLASS000_DEPTH000_RANGE000TO999_ARTIFACT061= 700
- POWER_CLASS001_DEPTH000_RANGE000TO999_ARTIFACT061= 500
- POWER_CLASS002_DEPTH000_RANGE000TO999_ARTIFACT061= 500
- POWER_CLASS003_DEPTH000_RANGE000TO999_ARTIFACT061= 700
- POWER_CLASS004_DEPTH000_RANGE000TO999_ARTIFACT061= 700
- POWER_CLASS005_DEPTH000_RANGE000TO999_ARTIFACT061= 700
- POWER_CLASS999_DEPTH000_RANGE000TO999_ARTIFACT126= 800
- # NOTE: Don't do this if you are using random artifacts (Cubragol speed)
- # POWER_CLASS999_DEPTH000_RANGE000TO999_ARTIFACT126= 25000
- POWER_CLASS999_DEPTH000_RANGE000TO999_ARTIFACT031= 500
-
- # Inventory items
- POWER_CLASS999_DEPTH000_RANGE001TO006_FUEL= 60000 EACH
- POWER_CLASS999_DEPTH000_RANGE007TO008_FUEL= 500 EACH
- POWER_CLASS999_DEPTH000_RANGE001TO008_FOOD= 50000 EACH
- POWER_CLASS999_DEPTH000_RANGE009TO015_FOOD= 200 EACH
- # Carry extra food if Regen and no Slow Metab.
- POWER_CLASS999_DEPTH000_CND051_RANGE000TO010_FOOD= 500 EACH
- CND051=_REG 1 >= _SDIG 0 = &&
- POWER_CLASS999_DEPTH000_RANGE001TO010_ID= 6000 EACH
- POWER_CLASS999_DEPTH000_RANGE011TO015_ID= 600 EACH
- # This is *ID*
- POWER_CLASS999_DEPTH000_RANGE001TO008_ITEM177= 10000 EACH
- POWER_CLASS999_DEPTH000_RANGE009TO015_ITEM177= 2000 EACH
- POWER_CLASS999_DEPTH000_RANGE001TO010_APFE= 10000 EACH
- POWER_CLASS999_DEPTH000_RANGE011TO025_APFE= 2000 EACH
- POWER_CLASS999_DEPTH000_RANGE001TO010_AGLYPH= 10000 EACH
- POWER_CLASS999_DEPTH000_RANGE011TO025_AGLYPH= 2000 EACH
- POWER_CLASS999_DEPTH000_RANGE001TO003_RECALL= 50000 EACH
- POWER_CLASS999_DEPTH000_RANGE004TO007_RECALL= 5000 EACH
- # Resist Heat and Cold for Warriors (for now)
- POWER_CLASS000_DEPTH000_RANGE001TO008_ARESHEAT= 500 EACH
- POWER_CLASS000_DEPTH000_RANGE001TO008_ARESCOLD= 500 EACH
- # scrolls of phase door
- POWER_CLASS999_DEPTH000_RANGE000TO999_ITEM185= 50000
- POWER_CLASS999_DEPTH000_RANGE002TO015_ITEM185= 500 EACH
- POWER_CLASS999_DEPTH000_RANGE001TO005_AESCAPE= 10000 EACH
- POWER_CLASS999_DEPTH090_CND050_RANGE006TO015_AESCAPE= 10000 EACH
- CND050=_CDEPTH 90 >
- POWER_CLASS999_DEPTH000_RANGE001TO010_ATELEPORT= 10000 EACH
-
-
- # Healing stuff gets complex and is very class dependant
- POWER_CLASS000_DEPTH000_RANGE001TO020_HEAL= 8000 EACH
- POWER_CLASS003_DEPTH000_RANGE001TO020_HEAL= 8000 EACH
- # *HEAL*
- POWER_CLASS999_DEPTH000_RANGE001TO002_ITEM419= 10000 EACH
- # first two LIFE give 9000 if you have no *HEAL*
- POWER_CLASS999_DEPTH000_CND052_RANGE001TO002_ITEM420= 9000
- CND052=_ITEM419 0 ==
- # rod of healing
- POWER_CLASS000_DEPTH000_RANGE001TO002_ITEM374= 20000 EACH
- POWER_CLASS003_DEPTH000_RANGE001TO002_ITEM374= 20000 EACH
- POWER_CLASS001_DEPTH000_RANGE001TO020_HEAL= 4000 EACH
- POWER_CLASS004_DEPTH000_RANGE001TO020_HEAL= 4000 EACH
- POWER_CLASS005_DEPTH000_RANGE001TO020_HEAL= 4000 EACH
- POWER_CLASS001_DEPTH000_RANGE001TO002_ITEM419= 9000 EACH
- POWER_CLASS004_DEPTH000_RANGE001TO002_ITEM419= 9000 EACH
- POWER_CLASS005_DEPTH000_RANGE001TO002_ITEM419= 9000 EACH
- # make sure level 1 Priest sell thier healing potion for quick cash
- POWER_CLASS002_DEPTH000_CND056_RANGE000TO999_ITEM242= -2000 EACH
- CND056=_CLEVEL 1 ==
- POWER_CLASS002_DEPTH000_RANGE000TO010_ITEM242= 2000 EACH
-
- #Leave these two next as Non-Dynamic
- #POWER_CLASS999_DEPTH099_RANGE000TO099_ITEM242= 8000 EACH
- #POWER_CLASS999_DEPTH099_RANGE000TO099_EZHEAL= 10000 EACH
-
- # if your max mana is more than 100, reward up to ten restore manas
- POWER_CLASS999_DEPTH000_CND057_RANGE001TO010_ITEM266= 4000 EACH
- CND057=_MMANA 100 >
- # if your max mana is more than 100, reward up to 99 restore manas
- POWER_CLASS999_DEPTH099_CND057_RANGE000TO099_ITEM266= 5000 EACH
- # and some magi staff charges
- POWER_CLASS999_DEPTH000_CND057_RANGE001TO100_ASTFMAGI= 4000 EACH
-
- POWER_CLASS999_DEPTH000_RANGE001TO010_ACCW= 5000 EACH
- # next 5 at 500 if you done have resist conf or are below level 35
- POWER_CLASS999_DEPTH000_CND062_RANGE011TO015_ACCW= 500 EACH
- CND062=_RCONF ! _CLEVEL 35 < ||
-
- # If you don't have RCONF, give reward for collecting cure conf
- POWER_CLASS999_DEPTH000_CND063_RANGE001TO010_ITEM008= 400 EACH
- CND063=_RCONF !
- # If you don't have RBLIND, give reward for collecting cure blind
- POWER_CLASS999_DEPTH000_CND065_RANGE001TO005_ITEM006= 300 EACH
- CND065=_RBLIND !
- # If you don't have RPOIS, give reward for collecting cure pois
- POWER_CLASS999_DEPTH000_CND067_RANGE001TO005_ACUREPOIS= 250 EACH
- CND067=_RPOIS !
- POWER_CLASS999_DEPTH000_RANGE000TO999_ADETTRAP= 4000
- POWER_CLASS999_DEPTH000_RANGE000TO999_ADETDOOR= 2000
- # If you don't have ESP, give reward for a detect evil
- # note reuse of formula040
- POWER_CLASS999_DEPTH000_CND040_RANGE000TO999_ADETEVIL= 1000
- POWER_CLASS999_DEPTH000_RANGE000TO999_AMAGICMAP= 4000
- # Genocide - only collect when deep
- POWER_CLASS999_DEPTH098_RANGE001TO010_ITEM207= 10000 EACH
- POWER_CLASS999_DEPTH098_RANGE011TO020_ITEM207= 2000 EACH
- # Mass Genocide - only collect when deep
- POWER_CLASS999_DEPTH098_RANGE001TO010_ITEM200= 10000 EACH
- POWER_CLASS999_DEPTH098_RANGE011TO020_ITEM200= 2000 EACH
- # Leave Speed as Non-dymanic
- #POWER_CLASS999_DEPTH000_RANGE001TO005_ASPEED= 5000 EACH
- POWER_CLASS999_DEPTH000_RANGE001TO005_ARECHARGE= 2000 EACH
- POWER_CLASS000_DEPTH000_RANGE001TO020_AMISSLES= 1000 EACH
- POWER_CLASS001_DEPTH000_RANGE001TO020_AMISSLES= 1000 EACH
- POWER_CLASS002_DEPTH000_RANGE001TO020_AMISSLES= 1000 EACH
- POWER_CLASS003_DEPTH000_RANGE001TO020_AMISSLES= 1000 EACH
- POWER_CLASS004_DEPTH000_RANGE001TO030_AMISSLES= 1000 EACH
- POWER_CLASS005_DEPTH000_RANGE001TO020_AMISSLES= 1000 EACH
- POWER_CLASS000_DEPTH000_RANGE021TO050_AMISSLES= 100 EACH
- POWER_CLASS001_DEPTH000_RANGE021TO050_AMISSLES= 100 EACH
- POWER_CLASS002_DEPTH000_RANGE021TO050_AMISSLES= 100 EACH
- POWER_CLASS003_DEPTH000_RANGE021TO050_AMISSLES= 100 EACH
- POWER_CLASS004_DEPTH000_RANGE031TO080_AMISSLES= 100 EACH
- POWER_CLASS005_DEPTH000_RANGE021TO050_AMISSLES= 100 EACH
- # If you have up to 3 staffs of power or holiness you get rewarded.
- # first gets 2500
- POWER_CLASS999_DEPTH000_RANGE000TO999_FORMULA070
- FORMULA070=_ITEM324 _ITEM327 || 2500 *
- # all three get 500
- POWER_CLASS999_DEPTH000_RANGE000TO999_FORMULA071
- FORMULA071=_ITEM324 _ITEM327 + 3 < _ITEM324 _ITEM327 + * 500 *
- POWER_CLASS999_DEPTH000_RANGE000TO999_FORMULA072
- FORMULA072=_ITEM324 _ITEM327 + 3 >= 3 * 500 *
- # If you have up to 3 staffs of destruction you get rewarded.
- POWER_CLASS999_DEPTH000_RANGE000TO999_ITEM307= 5000
- POWER_CLASS999_DEPTH000_RANGE000TO003_ITEM307= 200 EACH
- # High Level Spell Books
- POWER_CLASS001_DEPTH000_RANGE001TO999_ITEM379= 300000
- POWER_CLASS003_DEPTH000_RANGE001TO999_ITEM379= 300000
- POWER_CLASS004_DEPTH000_RANGE001TO999_ITEM379= 300000
- POWER_CLASS002_DEPTH000_RANGE001TO999_ITEM384= 300000
- POWER_CLASS005_DEPTH000_RANGE001TO999_ITEM384= 300000
- POWER_CLASS001_DEPTH000_RANGE001TO999_ITEM380= 300000
- POWER_CLASS003_DEPTH000_RANGE001TO999_ITEM380= 300000
- POWER_CLASS004_DEPTH000_RANGE001TO999_ITEM380= 300000
- POWER_CLASS002_DEPTH000_RANGE001TO999_ITEM385= 300000
- POWER_CLASS005_DEPTH000_RANGE001TO999_ITEM385= 300000
- POWER_CLASS001_DEPTH000_RANGE001TO999_ITEM381= 300000
- POWER_CLASS003_DEPTH000_RANGE001TO999_ITEM381= 300000
- POWER_CLASS004_DEPTH000_RANGE001TO999_ITEM381= 300000
- POWER_CLASS002_DEPTH000_RANGE001TO999_ITEM386= 300000
- POWER_CLASS005_DEPTH000_RANGE001TO999_ITEM386= 300000
- POWER_CLASS001_DEPTH000_RANGE001TO999_ITEM382= 300000
- POWER_CLASS003_DEPTH000_RANGE001TO999_ITEM382= 300000
- POWER_CLASS004_DEPTH000_RANGE001TO999_ITEM382= 300000
- POWER_CLASS002_DEPTH000_RANGE001TO999_ITEM387= 300000
- POWER_CLASS005_DEPTH000_RANGE001TO999_ITEM387= 300000
- POWER_CLASS001_DEPTH000_RANGE001TO999_ITEM383= 300000
- POWER_CLASS003_DEPTH000_RANGE001TO999_ITEM383= 300000
- POWER_CLASS004_DEPTH000_RANGE001TO999_ITEM383= 300000
- POWER_CLASS002_DEPTH000_RANGE001TO999_ITEM388= 300000
- POWER_CLASS005_DEPTH000_RANGE001TO999_ITEM388= 300000
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