# A note on variations.  To create additional variations for weapons or armour,
# simply create 1-5 images, e.g.:
#
#    weapon_normal WEP_SOME_WEAPON
#    weapon_shiny
#    weapon_runed
#    weapon_glowing
#    weapon_randart
#
# If only the first line has a define on it, then the following images will be
# considered as variations.  If you don't have five, images will be reused for
# multiple types. See tilepick.cc for more details.

##### Artefacts (fixed and unrandart)
%include dc-unrand.txt

#####NORMAL
%sdir item/weapon
%rim 1
##Blunt
club WPN_CLUB
mace1 WPN_MACE
mace2
mace3
mace_large1 WPN_GREAT_MACE
mace_large2
flail1 WPN_FLAIL
flail2
flail3
dire_flail1 WPN_DIRE_FLAIL
dire_flail2
dire_flail3
%rim 0
morningstar1 WPN_MORNINGSTAR
morningstar2
morningstar3
eveningstar1 WPN_EVENINGSTAR
eveningstar2
eveningstar3
%rim 1
hammer1 WPN_HAMMER
hammer2
bullwhip WPN_WHIP
bullwhip2
%rim 0
sacred_scourge WPN_SACRED_SCOURGE
trishula WPN_TRISHULA
demon_whip WPN_DEMON_WHIP
giant_club WPN_GIANT_CLUB
giant_spiked_club WPN_GIANT_SPIKED_CLUB
%rim 1

##Edged
dagger WPN_DAGGER
dagger2
dagger3

%rim 0
short_sword1 WPN_SHORT_SWORD
short_sword2
short_sword3

long_sword1 WPN_LONG_SWORD
long_sword2
long_sword3
%rim 1

greatsword1 WPN_GREAT_SWORD
greatsword2


%rim 0
falchion1 WPN_FALCHION
falchion2
falchion3
%rim 1
scimitar1 WPN_SCIMITAR
scimitar2
scimitar3

%rim 0
cutlass1 WPN_CUTLASS
cutlass2
cutlass3

quickblade1 WPN_QUICK_BLADE
quickblade2
quickblade3

bastard_sword WPN_BASTARD_SWORD
bastard_sword2
bastard_sword3
bastard_sword_blessed WPN_BLESSED_BASTARD_SWORD
claymore WPN_CLAYMORE
claymore2
claymore3 WPN_BLESSED_CLAYMORE
demon_blade WPN_DEMON_BLADE
%rim 0
blessed_blade WPN_BLESSED_BLADE
%rim 1

##Axe
hand_axe1 WPN_HAND_AXE
hand_axe2
hand_axe3
%rim 0
war_axe1 WPN_WAR_AXE
war_axe2
war_axe3
broad_axe1 WPN_BROAD_AXE
broad_axe2
broad_axe3
battle_axe1 WPN_BATTLEAXE
battle_axe2
battle_axe3
executioner_axe1 WPN_EXECUTIONERS_AXE
executioner_axe2
executioner_axe3
%rim 1

##Polearm
%rim 0
spear1 WPN_SPEAR
%rim 1
spear2
%rim 0
spear3
trident1 WPN_TRIDENT
trident2
trident3
demon_trident WPN_DEMON_TRIDENT
halberd1 WPN_HALBERD
halberd2
halberd3
%rim 1
scythe1 WPN_SCYTHE
scythe2
%rim 0
glaive1 WPN_GLAIVE
glaive2
glaive3
bardiche1 WPN_BARDICHE
bardiche2
bardiche3

##Staff
staff WPN_STAFF
%rim 1
quarterstaff WPN_QUARTERSTAFF
quarterstaff2
quarterstaff3
%rim 0
lajatang1 WPN_LAJATANG
lajatang2
lajatang3
%rim 1


##Ranged
%sdir item/weapon/ranged
blowgun1 WPN_BLOWGUN
blowgun2
sling1 WPN_HUNTING_SLING
sling2
%rim 0
greatsling WPN_GREATSLING
greatsling2

shortbow1 WPN_SHORTBOW
shortbow2
shortbow3
hand_crossbow WPN_HAND_CROSSBOW
hand_crossbow2
hand_crossbow3
arbalest1 WPN_ARBALEST
arbalest2
arbalest3
triple_crossbow WPN_TRIPLE_CROSSBOW
triple_crossbow2
longbow1 WPN_LONGBOW
longbow2
longbow3

%sdir item/weapon/brands
%rim 0
# The order of weapon brands must be identical to the one defined
# in itemprop-enum.h.
i-flaming BRAND_FLAMING BRAND_WEP_FIRST
i-freezing BRAND_FREEZING
i-holy_wrath BRAND_HOLY_WRATH
i-electrocution BRAND_ELECTROCUTION
# Remove _slaying brands when TAG_MAJOR_VERSION > 34
i-confusion BRAND_ORC_SLAYING
i-confusion BRAND_DRAGON_SLAYING
# End removals
i-venom BRAND_VENOM
i-protection BRAND_PROTECTION
i-draining BRAND_DRAINING
i-speed BRAND_SPEED
i-vorpal BRAND_VORPAL
i-flaming BRAND_FLAME
i-freezing BRAND_FROST
i-vampirism BRAND_VAMPIRISM
i-pain BRAND_PAIN
%rim 1
i-antimagic BRAND_ANTIMAGIC
%rim 0
i-distortion BRAND_DISTORTION
# Remove when TAG_MAJOR_VERSION > 34
i-confusion BRAND_REACHING
# Move i-returning down to missile-only brands when TAG_MAJOR_VERSION > 34
i-returning BRAND_RETURNING
i-chaos BRAND_CHAOS
i-evasion BRAND_EVASION
# Move i-confusion down to missile-only brands when TAG_MAJOR_VERSION > 34
i-confusion BRAND_CONFUSION
i-penetration BRAND_PENETRATION
i-reaping BRAND_REAPING BRAND_WEP_LAST
# missile-only brands, order doesn't matter
i-dispersal BRAND_DISPERSAL
i-explosion BRAND_EXPLOSION
i-venom BRAND_POISONED
i-curare BRAND_CURARE
i-electrocution BRAND_ELECTRIC
i-sickness BRAND_SICKNESS
i-slowing BRAND_SLOWING
i-paralysis BRAND_PARALYSIS
i-frenzy BRAND_FRENZY
i-sleep BRAND_SLEEP
%rim 1
%sdir item/weapon/ranged

######OBJ_MISSILES
stone MI_STONE
# flying stone
effect/stone0 MI_STONE0

sling_bullet1 MI_SLING_BULLET
sling_bullet2
steel_sling_bullet1 MI_SLING_BULLET_STEEL
steel_sling_bullet2
silver_sling_bullet1 MI_SLING_BULLET_SILVER
silver_sling_bullet2
# flying bullets
effect/sling_bullet0 MI_SLING_BULLET0
effect/sling_bullet_runed0
effect/steel_sling_bullet0 MI_SLING_BULLET_STEEL0
effect/steel_sling_bullet_runed0
effect/silver_sling_bullet0 MI_SLING_BULLET_SILVER0
effect/silver_sling_bullet_runed0

arrow1 MI_ARROW
arrow2
steel_arrow1 MI_ARROW_STEEL
steel_arrow2
silver_arrow1 MI_ARROW_SILVER
silver_arrow2
# flying arrows
effect/arrow0 MI_ARROW0
effect/arrow1 MI_ARROW1
effect/arrow2 MI_ARROW2
effect/arrow3 MI_ARROW3
effect/arrow4 MI_ARROW4
effect/arrow5 MI_ARROW5
effect/arrow6 MI_ARROW6
effect/arrow7 MI_ARROW7

crossbow_bolt1 MI_BOLT
crossbow_bolt2
steel_crossbow_bolt1 MI_BOLT_STEEL
steel_crossbow_bolt2
silver_crossbow_bolt1 MI_BOLT_SILVER
silver_crossbow_bolt2
# flying bolts
effect/bolt0 MI_BOLT0
effect/bolt1 MI_BOLT1
effect/bolt2 MI_BOLT2
effect/bolt3 MI_BOLT3
effect/bolt4 MI_BOLT4
effect/bolt5 MI_BOLT5
effect/bolt6 MI_BOLT6
effect/bolt7 MI_BOLT7

%rim 0
tomahawk1 MI_TOMAHAWK
tomahawk2
steel_tomahawk MI_TOMAHAWK_STEEL
silver_tomahawk MI_TOMAHAWK_SILVER
# flying tomahawks
effect/tomahawk0 MI_TOMAHAWK0
effect/tomahawk1 MI_TOMAHAWK1
effect/tomahawk2 MI_TOMAHAWK2
effect/tomahawk3 MI_TOMAHAWK3
effect/tomahawk4 MI_TOMAHAWK4
effect/tomahawk5 MI_TOMAHAWK5
effect/tomahawk6 MI_TOMAHAWK6
effect/tomahawk7 MI_TOMAHAWK7

%rim 1
needle1 MI_NEEDLE
needle2
needle-p MI_NEEDLE_P
needle-c MI_NEEDLE_CURARE
# flying needles
effect/needle0 MI_NEEDLE0
effect/needle1 MI_NEEDLE1
effect/needle2 MI_NEEDLE2
effect/needle3 MI_NEEDLE3
effect/needle4 MI_NEEDLE4
effect/needle5 MI_NEEDLE5
effect/needle6 MI_NEEDLE6
effect/needle7 MI_NEEDLE7

%rim 0
javelin1 MI_JAVELIN
javelin2
steel_javelin1 MI_JAVELIN_STEEL
steel_javelin2
silver_javelin1 MI_JAVELIN_SILVER
silver_javelin2
%rim 1
# flying javelins
effect/javelin0 MI_JAVELIN0
effect/javelin1 MI_JAVELIN1
effect/javelin2 MI_JAVELIN2
effect/javelin3 MI_JAVELIN3
effect/javelin4 MI_JAVELIN4
effect/javelin5 MI_JAVELIN5
effect/javelin6 MI_JAVELIN6
effect/javelin7 MI_JAVELIN7

throwing_net MI_THROWING_NET
# flying nets
effect/throwing_net0 MI_THROWING_NET0
effect/throwing_net1 MI_THROWING_NET1
effect/throwing_net2 MI_THROWING_NET2
effect/throwing_net3 MI_THROWING_NET3
effect/throwing_net4 MI_THROWING_NET4
effect/throwing_net5 MI_THROWING_NET5
effect/throwing_net6 MI_THROWING_NET6
effect/throwing_net7 MI_THROWING_NET7

%rim 0
rock MI_LARGE_ROCK
# flying rock
effect/rock0 MI_LARGE_ROCK0

######OBJ_ARMOUR
%sdir item/armour
robe1 ARM_ROBE ARM_ROBE_FIRST
robe2 ARM_ROBE_LAST
robe_ego1 ARM_ROBE_EGO_FIRST
robe_ego2 ARM_ROBE_EGO_LAST
robe_art1 ARM_ROBE_ART_FIRST
robe_art2 ARM_ROBE_ART_LAST

leather_armour1 ARM_LEATHER_ARMOUR
leather_armour2
leather_armour3

ring_mail1 ARM_RING_MAIL
ring_mail2
ring_mail3

scale_mail1 ARM_SCALE_MAIL
scale_mail2
scale_mail3

chain_mail1 ARM_CHAIN_MAIL
chain_mail2
chain_mail3

plate1 ARM_PLATE_ARMOUR
plate2
plate3

crystal_plate ARM_CRYSTAL_PLATE_ARMOUR
crystal_plate2
crystal_plate3

%rim 1
animal_skin1 ARM_ANIMAL_SKIN
animal_skin2

troll_hide ARM_TROLL_HIDE
troll_leather_armour ARM_TROLL_LEATHER_ARMOUR
green_dragon_scales ARM_FIRE_DRAGON_HIDE
green_dragon_scale_mail ARM_FIRE_DRAGON_ARMOUR
ice_dragon_hide ARM_ICE_DRAGON_HIDE
ice_dragon_armour ARM_ICE_DRAGON_ARMOUR
silver_dragon_scales ARM_STEAM_DRAGON_HIDE
silver_dragon_scale_mail ARM_STEAM_DRAGON_ARMOUR
mottled_dragon_hide ARM_MOTTLED_DRAGON_HIDE
mottled_dragon_armour ARM_MOTTLED_DRAGON_ARMOUR
blue_dragon_scales ARM_STORM_DRAGON_HIDE
blue_dragon_scale_mail ARM_STORM_DRAGON_ARMOUR
gold_dragon_hide ARM_GOLD_DRAGON_HIDE
gold_dragon_armour ARM_GOLD_DRAGON_ARMOUR
swamp_dragon_hide ARM_SWAMP_DRAGON_HIDE
swamp_dragon_armour ARM_SWAMP_DRAGON_ARMOUR
pearl_dragon_hide ARM_PEARL_DRAGON_HIDE
pearl_dragon_armour ARM_PEARL_DRAGON_ARMOUR

cloak1_leather ARM_CLOAK
cloak2
cloak3
cloak4

%sdir item/armour/bardings
naga_barding_blue ARM_NAGA_BARDING
naga_barding_metal
naga_barding_magenta
naga_barding_red
centaur_barding_blue ARM_CENTAUR_BARDING
centaur_barding_metal
centaur_barding_magenta
centaur_barding_red

%sdir item/armour/shields
%rim 0
buckler1 ARM_BUCKLER
buckler2
buckler3
%rim 1

buckler_spriggan ARM_BUCKLER_SPRIGGAN

shield1 ARM_SHIELD
shield2
shield3

large_shield1 ARM_LARGE_SHIELD
large_shield2
large_shield3

shield_dd SHIELD_DEEP_DWARF
shield_dd_scion SHIELD_DEEP_DWARF_SCION
lshield_dd_dk LARGE_SHIELD_DEEP_DWARF_DEATH_KNIGHT
%rim 0
shield_donald SHIELD_DONALD
lshield_louise LSHIELD_LOUISE
%rim 1

%sdir item/armour/headgear
#####ARM_HELMET
elven_leather_helm THELM_CAP
cap_jester THELM_CAP_JESTER

hat1 THELM_HAT
hat2

helmet1 THELM_HELM THELM_FIRST
helmet2
helmet3
helmet4
helmet5 THELM_LAST
helmet_ego1 THELM_EGO_FIRST
helmet_ego2
helmet_ego3
helmet_ego4 THELM_EGO_LAST
helmet_art1 THELM_ART_FIRST
helmet_art2
helmet_art3 THELM_ART_LAST

%sdir item/armour
###### GLOVES
glove1 ARM_GLOVES
glove2
glove3
glove4
glove5

###### BOOTS
boots1_brown ARM_BOOTS
boots2_jackboots
boots3_stripe
boots4_green

### Armour brands
# The order of armour brands must be identical to the one defined
# in itemprop-enum.h.
%sdir item/armour/brands
i-running BRAND_ARM_RUNNING BRAND_ARM_FIRST
i-fire-res BRAND_ARM_FIRE_RESISTANCE
i-cold-res BRAND_ARM_COLD_RESISTANCE
i-poison-res BRAND_ARM_POISON_RESISTANCE
i-see-invis BRAND_ARM_SEE_INVISIBLE
i-darkness BRAND_ARM_DARKNESS
i-strength BRAND_ARM_STRENGTH
i-dexterity BRAND_ARM_DEXTERITY
i-intelligence BRAND_ARM_INTELLIGENCE
i-ponderous BRAND_ARM_PONDEROUSNESS
i-flying BRAND_ARM_FLYING
i-magic-res BRAND_ARM_MAGIC_RESISTANCE
i-protection BRAND_ARM_PROTECTION
%rim 0
i-stealth BRAND_ARM_STEALTH
%rim 1
i-resistance BRAND_ARM_RESISTANCE
i-positive-energy BRAND_ARM_POSITIVE_ENERGY
i-archmagi BRAND_ARM_ARCHMAGI
i-preservation BRAND_ARM_PRESERVATION
i-reflection BRAND_ARM_REFLECTION
i-spirit BRAND_ARM_SPIRIT_SHIELD
i-archery BRAND_ARM_ARCHERY
i-jumping BRAND_ARM_JUMPING BRAND_ARM_LAST

###########OBJ_WANDS
%sdir item/wand
%rim 0
gem_iron WAND_OFFSET UNSEEN_WAND
gem_brass
gem_bone
gem_wood
gem_copper
gem_gold
gem_silver
gem_bronze
gem_ivory
gem_glass
gem_lead
gem_plastic
%rim 1

%sdir item/wand
#### These must be in the same order as the enum in itemprop-enum.h!
i-flame WAND_FLAME WAND_ID_FIRST
i-frost WAND_FROST
i-slowing WAND_SLOWING
i-hasting WAND_HASTING
i-magic_darts WAND_MAGIC_DARTS
i-heal_wounds WAND_HEAL_WOUNDS
i-paralysis WAND_PARALYSIS
i-fire WAND_FIRE
i-cold WAND_COLD
i-confusion WAND_CONFUSION
i-invisibility WAND_INVISIBILITY
i-digging WAND_DIGGING
i-fireball WAND_FIREBALL
i-teleportation WAND_TELEPORTATION
i-lightning WAND_LIGHTNING
i-polymorph WAND_POLYMORPH
i-enslavement WAND_ENSLAVEMENT
i-draining WAND_DRAINING
i-random_effects WAND_RANDOM_EFFECTS
i-disintegration WAND_DISINTEGRATION WAND_ID_LAST

#################OBJ_FOOD
%sdir item/food
meat_ration FOOD_MEAT_RATION UNSEEN_FOOD
bread_ration FOOD_BREAD_RATION

apple FOOD_FRUIT_FIRST
apricot
banana
choko
grape
lemon
lychee
orange
pear
rambutan
snozzcumber
strawberry FOOD_FRUIT_LAST
fruit FOOD_FRUIT_INVENTORY

beef_jerky FOOD_BEEF_JERKY
lump_of_royal_jelly FOOD_ROYAL_JELLY
pizza FOOD_PIZZA
%rim 0
bone_humanoid1 FOOD_BONE_HUMANOID
bone_humanoid2
bone_humanoid3
bone_humanoid4
bone1 FOOD_BONE
bone2
bone3
bone4
%rim 1
chunk FOOD_CHUNK
chunk_rotten FOOD_CHUNK_ROTTEN
%back chunk
chunk_brands/i-poison FOOD_CHUNK_POISONED
chunk_brands/i-mutation FOOD_CHUNK_MUTAGENIC
chunk_brands/i-decay FOOD_CHUNK_ROTTING
chunk_brands/i-forbidden FOOD_CHUNK_FORBIDDEN
chunk_brands/i-sickness FOOD_CHUNK_CONTAMINATED
%back chunk_rotten
chunk_brands/i-poison FOOD_CHUNK_ROTTEN_POISONED
chunk_brands/i-mutation FOOD_CHUNK_ROTTEN_MUTAGENIC
chunk_brands/i-decay FOOD_CHUNK_ROTTEN_ROTTING
chunk_brands/i-forbidden FOOD_CHUNK_ROTTEN_FORBIDDEN
chunk_brands/i-sickness FOOD_CHUNK_ROTTEN_CONTAMINATED
%back none
chunk_brands/i-poison FOOD_POISONED
chunk_brands/i-mutation FOOD_MUTAGENIC
chunk_brands/i-decay FOOD_ROTTING
chunk_brands/i-forbidden FOOD_FORBIDDEN
chunk_brands/i-sickness FOOD_CONTAMINATED
chunk_brands/i-rotten FOOD_INEDIBLE

#################OBJ_UNKNOWN_I
##################OBJ_SCROLLS
%sdir item/scroll
scroll SCROLL UNSEEN_SCROLL

#### These must be in the same order as the enum in itemprop-enum.h!
%sdir item/scroll
%back scroll-yellow
i-identify SCR_IDENTIFY SCR_ID_FIRST
%back scroll-purple
i-teleportation SCR_TELEPORTATION
%back scroll-blue
i-fear SCR_FEAR
%back scroll-grey
i-noise SCR_NOISE
%back scroll-yellow
i-remove_curse SCR_REMOVE_CURSE
%back scroll-brown
i-unholy_creation SCR_UNHOLY_CREATION
%back scroll-green
i-enchant-weapon SCR_ENCHANT_WEAPON
i-enchant_armour SCR_ENCHANT_ARMOUR
%back scroll-red
i-torment SCR_TORMENT
%back scroll-grey
i-random_uselessness SCR_RANDOM_USELESSNESS
%back scroll-grey
i-curse_weapon SCR_CURSE_WEAPON
i-curse_armour SCR_CURSE_ARMOUR
i-immolation SCR_IMMOLATION
%back scroll-purple
i-blinking SCR_BLINKING
%back scroll-yellow
i-magic_mapping SCR_MAGIC_MAPPING
%back scroll-blue
i-fog SCR_FOG
%back scroll-cyan
i-acquirement SCR_ACQUIREMENT
%back scroll-green
#if TAG_MAJOR_VERSION == 34 # Remove the two i-enchant-weapon
i-enchant-weapon SCR_ENCHANT_WEAPON_II
i-brand-weapon SCR_BRAND_WEAPON
i-recharging SCR_RECHARGING
i-enchant-weapon SCR_ENCHANT_WEAPON_III
%back scroll-red
i-holy_word SCR_HOLY_WORD
i-vulnerability SCR_VULNERABILITY
%back scroll-red
i-silence SCR_SILENCE
%back scroll-yellow
i-amnesia SCR_AMNESIA
%back scroll-grey
i-curse-jewellery SCR_CURSE_JEWELLERY SCR_ID_LAST
%back none

##################OBJ_JEWELLERY
############ring
%sdir item/ring
%rim 0
wooden RING_NORMAL_OFFSET UNSEEN_RING
silver
gold
iron
steel
tourmaline
brass
copper
granite
ivory
ruby
tiger_eye
jade
glass
###########random
%rim 0
agate RING_RANDOM_OFFSET RING_COL_FIRST
clay
diamond
emerald
gold_green
gold_red
opal
pearl
coral
gold_blue
plain_red
plain_yellow
plain_black
bronze
moonstone RING_COL_LAST

###########randarts
%sdir item/ring/randarts
%rim 0
four-colour RING_RANDART_OFFSET
green
ice
blood
dark
red-blue
double
anvil
eye
flower
zircon
fire
pink
bronze-flower
snake

#########ID-ed
%sdir item/ring
%rim 0
#### These must be in the same order as the enum in itemprop-enum.h!
i-regeneration RING_REGENERATION RING_ID_FIRST
i-protection RING_PROTECTION
i-r-fire RING_PROTECTION_FROM_FIRE
i-r-poison RING_POISON_RESISTANCE
i-r-cold RING_PROTECTION_FROM_COLD
i-str RING_STRENGTH
i-slaying RING_SLAYING
i-see-invis RING_SEE_INVISIBLE
i-invisibility RING_INVISIBILITY
i-loudness RING_LOUDNESS
i-teleport RING_TELEPORTATION
i-evasion RING_EVASION
i-s-abil RING_SUSTAIN_ABILITIES
i-stealth RING_STEALTH
i-dex RING_DEXTERITY
i-int RING_INTELLIGENCE
i-wizardry RING_WIZARDRY
i-magical-power RING_MAGICAL_POWER
i-flight RING_FLIGHT
i-life-protection RING_LIFE_PROTECTION
i-r-magic RING_PROTECTION_FROM_MAGIC
i-fire RING_FIRE
i-ice RING_ICE
i-c-teleport RING_TELEPORT_CONTROL RING_ID_LAST
%rim 1

###amulets
%sdir item/amulet
crystal_white AMU_NORMAL_OFFSET UNSEEN_AMULET
stone3_blue
face1_gold
stone3_green
stone2_red
eye_magenta
face2
penta_orange
celtic_red
cameo_blue
bone_gray
cylinder_gray
ring_green
ring_cyan
###random
crystal_green AMU_RANDOM_OFFSET AMU_COL_FIRST
cameo_orange
celtic_blue
eye_cyan
penta_green
ring_red
stone1_cyan
stone1_pink
stone2_green
stone3_magenta
celtic_yellow
stone1_green
stone2_blue
crystal_red
eye_green AMU_COL_LAST

%rim 0
### ID-ed amulet
# These must be in the same order as the enum in itemprop-enum.h!
i-rage AMU_RAGE AMU_ID_FIRST
i-clarity AMU_CLARITY
i-warding AMU_WARDING
i-r-corrosion AMU_RESIST_CORROSION
i-gourmand AMU_THE_GOURMAND
i-conservation AMU_CONSERVATION
# Remove i-c-flight when TAG_MAJOR_VERSION > 34
i-c-flight AMU_CONTROLLED_FLIGHT
i-inaccuracy AMU_INACCURACY
i-r-mutation AMU_RESIST_MUTATION
i-spirit AMU_SPIRIT_SHIELD
i-faith AMU_FAITH
i-stasis AMU_STASIS AMU_ID_LAST
%rim 1

####################OBJ_POTIONS
%sdir item/potion
unknown POTION_OFFSET UNSEEN_POTION
brilliant_blue
black
silver
cyan
magenta
orange
dark
ruby
yellow
emerald
brown
pink
white

%sdir item/potion
%back i-label
%rim 0
# These must be in the same order as the enum in enum.h!
i-curing POT_CURING POT_ID_FIRST
i-heal-wounds POT_HEAL_WOUNDS
i-haste POT_HASTE
i-might POT_MIGHT
i-brilliance POT_BRILLIANCE
i-agility POT_AGILITY
# please remove these 3 when TAG_MAJOR_VERSION is bumped
i-gain-strength POT_REMOVEME2
i-gain-dexterity POT_REMOVEME3
i-gain-intelligence POT_REMOVEME4
i-flight POT_FLIGHT
i-poison POT_POISON
i-slowing POT_SLOWING
i-cancel POT_CANCELLATION
i-confusion POT_CONFUSION
i-invisibility POT_INVISIBILITY
i-porridge POT_PORRIDGE
i-degeneration POT_DEGENERATION
i-decay POT_DECAY
# please remove when TAG_MAJOR_VERSION is bumped
i-confusion POT_REMOVE_ME
i-experience POT_EXPERIENCE
i-magic POT_MAGIC
i-restore-abilities POT_RESTORE_ABILITIES
# please remove when TAG_MAJOR_VERSION is bumped
i-strong-poison POT_STRONG_POISON
i-berserk-rage POT_BERSERK_RAGE
i-cure-mutation POT_CURE_MUTATION
i-mutation POT_MUTATION
i-resistance POT_RESISTANCE
i-blood POT_BLOOD
i-coagulated-blood POT_BLOOD_COAGULATED
i-lignify POT_LIGNIFY
i-good-mutation POT_BENEFICIAL_MUTATION POT_ID_LAST
%back none
%rim 1

####################OBJ_UNKNOWN_II
#####################OBJ_BOOKS
###0paperback / hardback 16
%sdir item/book
book_of_the_dead BOOK_PAPER_OFFSET
dark_blue BOOK_COL_FIRST
dark_green
cyan
red
purple
tan
light_gray
dark_gray
light_blue
light_green
turquoise
pink
magenta
yellow
white BOOK_COL_LAST
##########leather 8
parchment BOOK_LEATHER_OFFSET UNSEEN_BOOK
leather
tan
plaid
light_brown
light_brown
dark_brown
dark_brown
###########metal 8
bronze BOOK_METAL_OFFSET
copper
silver
gold
glittering
metal_blue
metal_cyan
metal_green
############papyrus 1
cloth BOOK_PAPYRUS
############manuals
manual1 BOOK_MANUAL
manual2
# randarts
%sdir item/book/artefact
wrinkled BOOK_RANDART_OFFSET
vellum
velvet
thick
buckle
bookmark
thin

#####################OBJ_STAVES
%sdir item/staff
staff00 STAFF_OFFSET UNSEEN_STAFF
staff01
staff02
staff03
staff04
staff05
staff06
staff07
staff08
staff09

# These must be in the same order as the enum in itemprop-enum.h!
i-staff_wizardry STAFF_WIZARDRY STAFF_ID_FIRST
i-staff_power STAFF_POWER
i-staff_fire STAFF_FIRE
i-staff_cold STAFF_COLD
i-staff_poison STAFF_POISON
i-staff_energy STAFF_ENERGY
i-staff_death STAFF_DEATH
i-staff_conjuration STAFF_CONJURATION
# Remove when TAG_MAJOR_VERSION > 34
i-staff_enchantment STAFF_ENCHANTMENT
i-staff_summoning STAFF_SUMMONING
i-staff_air STAFF_AIR
i-staff_earth STAFF_EARTH
%rim 0
i-staff_channeling STAFF_CHANNELING STAFF_ID_LAST

%sdir item/rod
rod00 ROD
rod01
rod02
rod03
rod04
rod05
rod06
rod07
rod08
rod09

# These must be in the same order as the enum in itemprop-enum.h!
i-rod_lightning ROD_LIGHTNING ROD_ID_FIRST
i-rod_summoning ROD_SUMMONING
i-rod_ignition ROD_IGNITION
i-rod_clouds ROD_CLOUDS
i-rod_destruction ROD_DESTRUCTION
i-rod_inaccuracy ROD_INACCURACY
# Remove when TAG_MAJOR_VERSION > 34
i-rod_warding ROD_WARDING
i-rod_shadows ROD_SHADOWS
i-rod_striking ROD_STRIKING
# Remove when TAG_MAJOR_VERSION > 34
i-rod_venom ROD_VENOM ROD_ID_LAST
%rim 1

#OBJ_ORBS
%sdir item/misc
misc_orb ORB UNSEEN_ORB
misc_orb2

#OBJ_MISCELLANY
misc_bottle MISC_BOTTLED_EFREET
%rim 0
misc_crystal MISC_CRYSTAL_BALL_OF_ENERGY UNSEEN_MISC
%rim 1
misc_fan MISC_AIR_ELEMENTAL_FAN
misc_lamp MISC_LAMP_OF_FIRE
misc_stone MISC_STONE_OF_EARTH_ELEMENTALS
misc_phial MISC_PHIAL_OF_FLOODS
misc_lantern MISC_LANTERN_OF_SHADOWS
misc_horn MISC_HORN_OF_GERYON
misc_box MISC_BOX_OF_BEASTS
misc_disc MISC_DISC_OF_STORMS
%rim 0
misc_sack MISC_SACK_OF_SPIDERS
misc_deck MISC_DECK
%start
%compose misc_deck
%compose i-deck_escape
%finish
%start
%compose misc_deck
%compose i-deck_destruction
%finish
# Remove dungeons when TAG_MAJOR_VERSION > 34
%start
%compose misc_deck
%compose i-deck_dungeons
%finish
%start
%compose misc_deck
%compose i-deck_summoning
%finish
%start
%compose misc_deck
%compose i-deck_wonders
%finish
%start
%compose misc_deck
%compose i-deck_punishment
%finish
%start
%compose misc_deck
%compose i-deck_war
%finish
%start
%compose misc_deck
%compose i-deck_changes
%finish
%start
%compose misc_deck
%compose i-deck_defense
%finish
misc_deck_rare MISC_DECK_RARE
%start
%compose misc_deck_rare
%compose i-deck_escape
%finish
%start
%compose misc_deck_rare
%compose i-deck_destruction
%finish
# Remove dungeons when TAG_MAJOR_VERSION > 34
%start
%compose misc_deck_rare
%compose i-deck_dungeons
%finish
%start
%compose misc_deck_rare
%compose i-deck_summoning
%finish
%start
%compose misc_deck_rare
%compose i-deck_wonders
%finish
%start
%compose misc_deck_rare
%compose i-deck_punishment
%finish
%start
%compose misc_deck_rare
%compose i-deck_war
%finish
%start
%compose misc_deck_rare
%compose i-deck_changes
%finish
%start
%compose misc_deck_rare
%compose i-deck_defense
%finish
misc_deck_legendary MISC_DECK_LEGENDARY
%start
%compose misc_deck_legendary
%compose i-deck_escape
%finish
%start
%compose misc_deck_legendary
%compose i-deck_destruction
%finish
# Remove dungeons when TAG_MAJOR_VERSION > 34
%start
%compose misc_deck_legendary
%compose i-deck_dungeons
%finish
%start
%compose misc_deck_legendary
%compose i-deck_summoning
%finish
%start
%compose misc_deck_legendary
%compose i-deck_wonders
%finish
%start
%compose misc_deck_legendary
%compose i-deck_punishment
%finish
%start
%compose misc_deck_legendary
%compose i-deck_war
%finish
%start
%compose misc_deck_legendary
%compose i-deck_changes
%finish
%start
%compose misc_deck_legendary
%compose i-deck_defense
%finish
misc_quad MISC_QUAD_DAMAGE
%rim 1
%sdir item/misc/runes
generic MISC_RUNE_OF_ZOT
rune_tartarus MISC_RUNE_TARTARUS
rune_cocytus MISC_RUNE_COCYTUS
rune_dis MISC_RUNE_DIS
rune_gehenna MISC_RUNE_GEHENNA
rune_cerebov MISC_RUNE_CEREBOV
rune_gloorx_vloq MISC_RUNE_GLOORX_VLOQ
rune_mnoleg MISC_RUNE_MNOLEG
rune_lom_lobon MISC_RUNE_LOM_LOBON
rune_snake MISC_RUNE_SNAKE
rune_swamp MISC_RUNE_SWAMP
rune_shoals MISC_RUNE_SHOALS
rune_spider MISC_RUNE_SPIDER
rune_slime MISC_RUNE_SLIME
rune_vaults MISC_RUNE_VAULTS
rune_tomb MISC_RUNE_TOMB
rune_abyss MISC_RUNE_ABYSS
rune_demonic_1 MISC_RUNE_DEMONIC
rune_demonic_2
rune_demonic_3
rune_demonic_4
rune_demonic_5
rune_demonic_6
rune_elven MISC_RUNE_ELVEN

#OBJ_CORPSES
#handled in dc-corpse.txt

#OBJ_GOLD
%sdir item/gold
01 GOLD01
02 GOLD02
03 GOLD03
04 GOLD04
05 GOLD05
06 GOLD06
07 GOLD07
08 GOLD08
09 GOLD09
10 GOLD10
16 GOLD16
19 GOLD19
23 GOLD23
25 GOLD25
