# File: randtype.txt
#
# Base Random Monster Information - TYPES
#

# Currently, "unique" monsters are just "special" monster races, with
# the requirement that only one monster of that race can exist at a time,
# and when it is killed, it can never again be generated.

# ATTR_CLEAR monsters acquire their attr from the item/floor below them,
# and use "white" for the recall window.  See "cave.c" for info.

# ATTR_MULTI monsters have a "flickering" attr, and use "violet" for the
# recall window.  See "cave.c" for info.

# CHAR_CLEAR monsters use special symbols (.) as given below,
# and use those symbols for the recall window.

# CHAR_MIMIC monsters use special symbols (!, ?, =) as given below,
# and use those symbols for the recall window.
# Note that there are (a few) normal monsters who are "violet" but not
# ATTR_MULTI, and a lot of monsters which are "white" but not ATTR_CLEAR.

# Note that currently CHAR_CLEAR monsters are treated
# as normal monsters that are just a little hard to see.

# CHAR_MIMIC monsters a special-cased in the targetting code.  They can not
# be looked at or targetted unless 'noticed'.  The monster-list code also
# handles this flag.

# Monster list...

#   A:Angel
#   B:Bird
#   C:Canine
#   D:Greater Dragon
#   E:Elemental
#   F:Flying Insects
#   G:Greater Spectral Undead
#   H:Hybrid
#   I:Ground Insects
#   J:Snakes
#   K:Kobolds
#   L:Major Humaniods
#   M:Multi Headed Reptile
#   N:Nightmares/Unspeakable Horrors
#   O:Giant Humanoids
#   P:Major Plants
#   Q:Quylthulg (Pulsing Flesh Mound)
#   R:Reptiles/Amphibians
#   S:Major Physical Undead
#   T:Trolls
#   U:Major Demon
#   V:Greater Vortex
#   W:Water Critters
#   X:Xenoforms
#   Y:Yetis/Sasquatches
#   Z:Zephyr Hound
#   a:Automaton/Constructs
#   b:Bats
#   c:Cat
#   d:Minor Dragon Types
#   e:Floating Eye
#   f:Faery
#   g:Minor Spectral Undead
#   h:Humanoid
#   i:Icky Thing
#   j:Jelly
#   k:Goblins
#   l:Minor Humaniods
#   m:Mold
#   n:Naga
#   o:Orc
#   p:Minor Plants
#   q:Quadraped
#   r:Rodents
#   s:Minor Physical Undead
#   t:Townsperson
#   u:Minor Demon
#   v:Minor Vortex
#   w:Worms
#   /*x:          ??????????*/
#   y:Yeek
#   z:Silly/Bizarre Things
#   $:Treasure Critter
#   #:Wall Monsters
#   %:Treasure Wall Monsters
#   ,:Mushroom Patch

# N: serial number : monster name
# G: symbol : color
# I: speed : hit points : vision : armor class : alertness
# W: depth : rarity : unique name list : experience for kill
# B: attack method : attack effect : damage
# S: spell frequency |
# S: spell type | spell type | etc
# F: flag | flag | etc
# D: Description

# 'N' indicates the beginning of an entry. The serial number must
# increase for each new item. Entry 0 is used for the player.

# 'G' is for graphics - symbol and color. There are 16 colors, as
# follows:

# D - Dark Gray    w - White          s - Gray          o - Orange
# r - Red          g - Green          b - Blue          u - Brown
# d - Black        W - Dark Purple    v - Violet        y - Yellow
# R - Light Red    G - Light Green    B - Light Blue    U - Light Brown

# 'I' is for information - speed, health, vision in tens of feet,
# armor class, and alertness. 110 is normal speed. Alertness ranges
# from 0 (ever vigilant for intruders) to 255 (prefers to ignore
# intruders).

# 'W' is for more information - level, rarity, and experience for
# killing.  3rd value is now for monster unique list.  0 means there
# will be no uniques of that type.

# 'B' is for blows - method of attack, effect of attack, and damage
# from attack. There may be up to four of these lines; effect and
# damage are optional.

# 'O' is for object theme.  The three numbers represent the percent
# chance to drop treasure, combat and magic items.  The chance to
# drop tools is defined as 100 - the sum of these three numbers.
# Note that monsters do not drop junk.  Junk can only be generated
# in the dungeon when you enter it.

# 'S' is for spells. The first S: line must be S:1_IN_X with X the
# number of monster turns, on average, before the monster will cast
# one of its spells. X must not be zero.

# 'F' is for flags. These are fairly self-explanatory. As many F:
# lines may be used as are needed to specify all the flags and flags
# are separated by the '|' symbol.

#
# RandomBand uses JOB, DESC, and COLOR for Job, Descriptor and Color
# setting flags.
# JOB - Can have an occupation (most the major races like orcs and trolls)
# DESC - Can have a descriptor
#        DESC_T - Town
#        DESC_1 - 1 Descriptor Max (ex., Ancient, Quick, Slimy)
#        DESC_2 - 2 Descriptors Max (ex., Quick Ancient, Young Slimy)
# COLOR - Can have a color descriptor (ex. Red, Blue, Green)
#
# Having a COLOR flag pretty much gaurantees a COLOR will be assigned
# descriptors CAN be assigned (and usually are) but aren't 100% for
# certain.
#

#
# NEGATIVE flag means to reduce the base by that much, if the type
# doesn't have a NEGATIVE flag it will add that % to the base.
#

# 'D' is for description. As many D: lines may be used as are needed
# to describe the monster. Note that lines may need spaces at their
# ends to prevent words from running together in the monster memory.

# Version stamp (required)

V:2.8.1

##### The Player #####

N:0:Player
G:@:w

#====================================================================
#     Townfolk descriptors
#====================================================================

N:1:Moronic
G:t:y
I:0:0d0:0:0:0
W:0:0:0:0
F:DESC_TOWNFOLK
D:IQ *MIGHT* be as much as the shoe size.

N:2:Drunken
G:t:W
I:0:10d10:0:0:0
W:0:0:0:0
F:DESC_TOWNFOLK
D:Definitely drunk!

N:3:Lazy
G:t:w
I:0:10d10:0:0:0
W:0:0:0:0
F:DESC_TOWNFOLK | NEGATIVE
D:Doesn't look like this one wants to do anything.

N:4:Crazy
G:t:G
I:0:100d100:0:0:0
W:0:0:0:0
F:DESC_TOWNFOLK
D:Looks to be 50 cards short of a full deck.

N:5:Battle-scarred
G:t:b
I:0:100d100:0:0:0
W:0:0:0:0
F:DESC_TOWNFOLK
D:Look like this one went through a war.

N:6:Mean-looking
G:t:B
I:0:50d50:0:0:0
W:0:0:0:0
F:DESC_TOWNFOLK
D:Tough looking character.

N:7:Religious
G:t:o
I:0:50d50:0:0:0
W:0:0:0:0
F:DESC_TOWNFOLK
F:GOOD
D:Preaching religion!

N:8:Mangy
G:t:o
I:0:0d0:0:0:0
W:0:0:0:0
F:DESC_TOWNFOLK
D:Eeewwww!

N:9:Happy
G:t:g
I:0:0d0:0:0:0
W:0:0:0:0
F:DESC_TOWNFOLK
D:Smiling all the time!

N:10:Nervous
G:t:g
I:0:0d50:0:0:0
W:0:0:0:0
F:DESC_TOWNFOLK
D:One very gittery townfolk!

#====================================================================
#     Color Adjective Type Descriptors
#====================================================================

Red, Fiery, Burning, Flaming, Blazing, Green, Venom, Toxic, White,
Icey, Glacial, Black, Acidic, Blue, Water, Multi-Hued, Prismatic,
Chromatic, Dark, Shadowy, Shady, Light,

#====================================================================
#     Normal Adjective Type Descriptors
#====================================================================

Quick, Rapid, Swift, Nimble, Novice, Apprentice, Fledgling, Seasoned,
Verteran, Experienced, Master, Mummified, Zombified, Skeletal,

