| Commit message (Collapse) | Author | Age | Files | Lines |
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They were only used in one place, and the relevant code was moved to
that one place in the previous commit.
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Ideally, we wouldn't be using special for unrands totally different from
how items of the same type do, but that's less trivial than this commit.
A centralised place to check for being an unrand should at least make such
a change easier.
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.cc, moving its contents into the new stepdown.cc and strings.cc.
(The latter also got many donations from libutil.h.)
Down with stuff! Up the new flesh!
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This function was misleadingly named (it only provided the skill
used for melee weapons, not ranged weapons), and incomplete;
code along the lines of "is_ranged_weapon(*it) ? range_skill(*it)
: weapon_skill(*it)" was scattered in about half a dozen different
functions. I've corrected both of those problems (renaming weapon_
skill() to melee_skill() and adding item_weapon_skill()), and also
possibly fixed two bugs in the process - an l_you.cc function that
claimed to provide the skill used for the starting weapon (but
actually only gave the melee skill), and unrand creation code that
checked if a potential unrand swap used the same (melee) skill as
the weapon type being generated.
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The back-compat code was hardly needed when it was added,
much less now.
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[Committer's note: Merged a few commits into this.]
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This reverts commit 7e81480cda18144ff185f5248639a072b654deff.
Turns out I missed some calls to random_choose_weighted(), this change
might not even be worth doing.
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For consistency with random_choose().
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So for example, if you had a lamp of fire in your inventory and acquired
misc, this code meant acquirement would purposely avoid giving you
another lamp of fire. If it was in your stash, however, acquirement
didn't care. This is obviously wrong since things like miscellaneous
acquirement assume you can get multiple of a single sub_type, and
violates the "don't make players do silly things before reading
?acquire" rule.
This might alter the standings of staff, misc, and jewellry acquirement,
but none of those are all stars likely to be totally broken by this
change.
I've traced this back to 1d0f57cbceb, with only a couple changes in
between, so this either traces to before stone soup or shortly after.
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This reverts commit 51bfb8de72b7fe848c31fa6ce10e2c94b959eb64.
It turns out player_mutation_level() is not just a wrapper for
you.mutation, so this could cause some odd bugs like being transformed
influencing acquirement or not properly updating saves, it's probably
best to just reapply places where we know the usage is correct.
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It's still inconsistant, but at least some more non setting uses are now
using player_mutation_level().
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They don't have much use outside the first level of D (possibly
also the second): popping spores, killing slow things, waking up
sleeping monsters, etc. are all served just as well by stones,
and anybody who really wants to do damage with throwing would be
better served with tomahawks before they find javelins. For one
case where they could be useful (dispersal), tomahawks have been
given a chance at the dispersal brand.
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Now that the Genie card is gone it has no reason to exist.
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Decks of war and decks of escape are now Nemelex' decks; decks of
wonders contain the cards that Nemelex doesn't gift. Some cards have
been move to fit this.
Warp (blink) and Portal (teleport) cards are removed.
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Sausages, snozzcumbers, oranges, bananas, lemons, pears, apples,
apricots, chokos, rambutans, lychees, strawberries, grapes, sultanas,
and cheese.
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The name works just as well with bee themes, but also fits with the
occasional jelly theme that vaults have. I also feel that it's a bit
more iconic.
Thankfully the bikeshed doesn't even have to change colour -- they
were always both yellow.
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Not removing DUR_AMBROSIA yet because ideas on ##crawl-dev such as
giving the effect to !magic have been proposed.
Once again, somebody might want to review my vault edits. I mostly
replaced ambrosia with honeycombs.
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Somebody else might want to review my vault changes - I mostly replaced
them with honeycombs, which might be a problem, for example, in the
Jiyva vaults.
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Ditto for you.temp_mutation.
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Decks of dungeons were no longer gifted and only generated very rarely.
Most of the cards in it (as well as some cards just removed from wonders)
were either uninteresting or problematic for various reasons. The removed
cards are Experience, Sage, Water, Glass, Trowel, Minefield.
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Those give one level of -50/+50 stealth each. Stealth is priced at old
sustenance level (but often comes cursed), loudness around 50-60 after curses.
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With the weapon branding spells gone it was in a pretty sad shape.
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Similar to hasting and teleportation for Formicids, it's not strictly
useless if you have allies.
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While these aren't strictly useless for formicids (you can teleport
enemies and haste allies), both are considerably less useful than for
other races due to permastasis, so I think acquirement should reflect
that when handing out items (as it does for vine stalkers).
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The old code had unclear chances of acquirement due to items' chances
depending on where they were in a list. This commit clarifies the
weightings and sets these to better values.
It does the following:
* only gifts the 4 kinds of decks not gifted by nemelex.
* reduces the weights for decks overall.
* for elemental evokables not seen before, gift them with higher
weight compared to the other evokable types.
* for evokables other than the disc of storms and lantern of
shadows, allow gifting at a lower weight even if they have been
seen before.
* gifts crystal ball of energy with chance (evocations *
max(spellcasting, invocations)) out of 27^2.
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There's plenty of variation in quality and usefulness even just among
legendary decks, and non-legendary decks aren't good for much unless you
worship Nemelex, who gifts plenty of them anyway.
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[It had much the same problems as racial weapons, with only very slightly more
significant effects. Some of the old effects of racial armour could potentially
be rethought and made into a new armour ego. Beogh still gives a (slightly
smaller than before) bonus for armour use, without the orcish requirement.
-MarvinPA]
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It had OTR (available through staff of Olgreb), Poisonous Cloud (sort
of available through the rod of clouds), and Poison Arrow. A multi-spell
rod which duplicates effects of other items and whose sole remaining spell
is itself a normal spell does not need to exist.
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The effects of racial weapons were very minimal and unlikely to be
noticed. Even if they were made significant, they would only apply to a
very small subset of races. The only somewhat notable effect was Beogh's
slight slaying bonus (and even that was very minor), this could be
compensated for in some other way if necessary.
Racial armour has slightly more noticeable effects and currently still
remains, but could probably be removed too (potentially replacing the
racial effects with armour egos instead).
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It's one of the various uninteresting multi-spell rods, with Deflect
Missiles as the only notable spell most of the time, and DMsl doesn't work
as a rod spell with its recent changes (and probably shouldn't be a rod
spell even if it did work properly).
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Wands are an important part of the general Crawl player toolkit,
and felids were hampered considerably by not having access to them -
for certain tasks there was basically no substitute (for instance,
a felid of Trog has no reasonable way to dig anything). Given that
felids are able to draw cards from decks, uncork potions, and carry
a variety of objects in their mouths, it doesn't seem a stretch
that they could hold a stick and wave it in the generally right
direction for it to do something.
This is a definite buff, but felids are certainly not considered
overly powerful at the moment and I doubt this will change that
(also, it means that less of the items you find in the game are
completely irrelevant to you, which seems a good thing).
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The check for whether to include needles as a possibility checks stealth
skill rather than the presence of a blowgun. Not sure that this check is
great either but it's an improvement over checking for specific carried
items (since that has been removed from all other types of acquirement).
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Weirdness and Mutations:
- Fangs II (Becomes III at xl8)
- Antimagic bite (Much stronger than standard bite, bites every turn,
applies antimagic brand, and restores your mana)
- Potions and wands cannot restore your HP
- Regen III
- Unbreathing
- Spirit shield
- HP -3
- MP +1
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