| Commit message (Collapse) | Author | Age | Files | Lines |
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6553 c06c8d41-db1a-0410-9941-cceddc491573
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2 + skill(unarmed_combat)/3 to
2 + rnd(skill(unarmed_combat)/5 + 1)
Also replace the menu_colour_prefix colouring for prompts and the like
to use message_colour instead, so those "msg" abbreviations in
food_colouring.txt actually have an effect now, and players can disable
colouring of prompts etc. (respects channels) while leaving it on in the
inventory.
I'm leaving the menu_colour_prefix function in for now, in case it can
be used somewhere else.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5558 c06c8d41-db1a-0410-9941-cceddc491573
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description (evil_item). Same for evil_eating.
In another step on the way to monster pathfinding, take the
shortest path and extract a vector of waypoints out of it.
When experimenting with ways to do this I noticed that grid_see_grid
is not symmetrical (A may see B but not vice versa); I'm not sure
what effects that could have. It won't directly affect the player as
the checks for monster sees player and player sees monster both use
the player LoS, but it could have an effect on friendly monsters
fighting enemy ones, I guess.
Also, I don't think num_feats_between needs the shortest beam
available (called with false now). In fact, that seemed to hurt
visibility a bit, probably because of attempting to take vision
obstructing shortcuts. If this reasoning is wrong, please speak up
and/or correct it. (I sure hope not because the shortest beam
calculation has some more overhead that can be avoided this way.)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5501 c06c8d41-db1a-0410-9941-cceddc491573
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new default colours file). Thanks Matthew!
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5486 c06c8d41-db1a-0410-9941-cceddc491573
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so you can reread it while targetting, and add a
targetting subcommand "show prompt" that'll do just that.
(Though you can already do that by looking at the help.)
Fix plain coloured items highlighted in grey in prompts, and add two new
colouring prefixes: evil_item (/draining, necromancy books, etc.) and
evil_eating (cannibalism, intelligent being) that only apply for the
good gods.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5455 c06c8d41-db1a-0410-9941-cceddc491573
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Vampires' drinking habits.
* Allow other channels than MSGCH_TUTORIAL to use formatted strings
and use it to send a coloured string through the butcher prompt,
thus visibly setting off dangerous corpses. I'd like normal
corpses (no patterns in food_colouring.txt matching) not to be
highlighted at all, but they're currently shown in lightgrey, that
will have to be improved.
* Fix Vampire mutation screen displaying poison resistance wrongly.
* Add a new option force_more_message whose syntax is copied from
travel_stop_message. Any message containing a regex within this
listing will enforce a -More- prompt. By default, it's only
enabled for "You start to lose your buoyoncy."
* Tweak the messages for Kenku flying to fix 1823833.
* Make Xom be amused at players teleporting in a labyrinth or when
becoming (Near) Starving while in a labyrinth and with little food
at their disposal.
Yes, it's one of those "Something for everyone" commits. :D
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5416 c06c8d41-db1a-0410-9941-cceddc491573
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or poisonous chunks.
Throw out all those special cases in food_colouring.txt and
replace them with logic. I sure hope I got all special cases, but if
not they should be easy enough to add. The functions are currently all
in food.cc but they could easily be moved over to clua.cc and adapted
accordingly if needed.
New prefix shortcuts:
* inedible (full herbi/carnivorousness, rotten food for non-saprovores)
* preferred (respects foovorousness, rotten for ghouls, royal jelly for
everyone)
* poisonous
* contaminated
* mutagenic
* rot-inducing
(I also added one-liners to the descriptions of chunks of those types.)
The changes apply to all menu types, but they don't handle messages.
This is problematic in that you'd have to check the pickup menu to see
which corpses are worth butchering, but I'm still against keeping all
those manual checks for (currently) poisonous/mutagenic/... corpses,
esp. as information like this can date quickly.
Instead the butchering interface should be improved to somehow handle
that, possibly by overriding the prompt colour with the specified
colour if necessary. I don't think there are any other cases where
this is important.
Also add a prefix for equipped items and artefacts, so they can be
easily checked for as well. I really think the identified/unidentified
prefix should become default (and the option removed) - this allows
for easy differentiation between identified and non-identified
artefacts. The "known" prefix (for known wand charges or enchantments)
is a bit less interesting but wouldn't hurt any (I think).
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5373 c06c8d41-db1a-0410-9941-cceddc491573
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the inventory (or other menus) and to messages. Most controversial will be
food_colouring which colour codes chunks andcorpses based on their quality.
Note that these files are included by default.
Thanks go to a great many ##crawl activists, among them b0rsuk, doy, ekiM,
stabwound.
To do: Examining corpses and chunks should show their edible state as well.
Several of the colours should be globally defined; see FR 1977121 for this.
Also copy the highlighting of marked items.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5319 c06c8d41-db1a-0410-9941-cceddc491573
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