| Commit message (Collapse) | Author | Age | Files | Lines |
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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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As part of a wider scheme to make draining temporary.
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Mostly by joining short lines in places where that would let us remove
braces.
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Octopus king trident gets +1 for every octopus ring worn, ending at
+16, naturally.
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A good deal of functions move to the two new files, mon-poly and
mon-message. Of the others, some go to where they are used, some to
mon-util, and a few are made member methods of monster.
This probably breaks Xcode compilation, and I'm not able to test
the changes I made to MSVC that will (hopefully) keep it working.
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The old code didn't work for several reasons (such as not reseting
mondied despite possibly changing it). The new code awkwardly saves
information before possibly killing the defender, so a better solution
would be nice.
Also contains some miscellaneous refactoring of the
_WYRMBANE_melee_effects() function.
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As a rare unrandart, it can be exempt from the normal rules for what's
deep enough for a weapon brand.
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Leech receives a buff to +8 and increased penalties (-2 instead of -1).
[Committer's note: Tweaked some more.]
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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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a terrible price. (It's not that terrible!)
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Chilly Death now has flash freeze
Flaming Death now has sticky flame (1 in 3 chance)
Chilly Death's slaying is also buffed (+8, +10)
[wheals: tweaked chilly death description to make it clear it only
affects movement speed, and used increase_duration on MarvinPA's
suggestion.]
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This fixes all the instances caught by unbrace.
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This reverts commit 65ff1ef470978c29490100d1732bf2b9ce2fb7cd.
Conflicts:
crawl-ref/source/main.cc
crawl-ref/source/output.cc
crawl-ref/source/player.cc
crawl-ref/source/shout.cc
crawl-ref/source/status.cc
crawl-ref/source/status.h
crawl-ref/source/terrain.cc
crawl-ref/source/transform.cc
Minor, prerequesite reverts:
b0d520741c8e9a26e7a786a34285f7a9412d8d10
Trival removal of clinging from the Boots of the Spider
3e0928f93c3f8a78ac6327c26986b406f7d7f603
(conflict in crawl-ref/source/item_use.cc)
Thanks to gammafunk for removing the last bits of clinging code!
To do: Decide what to do about the boots of the spider.
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About half of this code is to get the attack to show the flavour as
"hellfire bolt". This could probably be redone by having the attack
class have some kind of projectile name field.
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Poisoned needles deal more poison damage; curare has its effect
amplified; duration-based needles have their durations extended (except
frenzy, possibly for now).
The needle of paralysis hits the stone giant in a vulnerable spot!!!!
This code might have some side effects based on the dur paramater of
enchant_monster_with_flavour being meaningful for the duration-base
needle enchantment types; if so, that'll need fixing.
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Launchers use the equivalent melee brand effects if the missile isn't an
elemental brand (or the attacker is Nessos).
Missiles have their own set of effects; flame, frost, and poison use
effects basically identical to weapon brands, and everything else has
its old effect back.
The lajatang of Order works again. Hooray!
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We're going to start fresh with something that makes sense.
Things that are left intact: explosion effects (this is better handled
as a function of the beam, since the ranged attack functionality won't
know when the bolt stops, and explosions should happen even if the
projectile doesn't hit anything); returning efffects (purely a beam
function as well).
Things that are disabled: warning for ranged weapon slowdowns and the
lajatang of Order's silver brand. At least the latter will need to be
re-enabled at some point; the former might be completely unnecessary.
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Broken by 25a9b7f745d6, it was using the same messages for silence and 0
tension and never using the SCREAM messages.
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The "new" behaviour is what was intended all along, yet never somehow
made it into the final version of that commit.
Using cast_discharge was using to strange behaviour (especially when
monsters, e.g. Nikola, were using it).
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If only so that they can have *something* to show.
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The size is equivalent to Brilliance's halo, and the stealth modifier
is 1.5. It loses +4 EV and -4 Acc since lower accuracy is an inherent
trait of an umbra.
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+7 great mace of flaming. rF++, scrollcons, inner flames monsters on hit.
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Don't describe the rMut as explicitly from Zin, since it still applies
to those Zin hates (presumably it's just an innate property of the
weapon). Removed the equip message since something like "You feel shielded
from chaos." seemed potentially misleading.
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The code is mostly based off of Grunt's lajatang of the Silver Moon patch.
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Since it's needed in a bunch of different places now.
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Djinn games can't be started (hopefully including using the rcfile),
and djinn code should be removed on save-compat bump.
Also, schedule a few SE things to be removed.
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It inflicts miscast effects related to the target's spells on hit.
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It is a cutlass that casts Static Discharge centred on the target on one
in three melee hits - effectively an amplified electrocution brand.
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Make Snakebite a regular whip again, but increase to-dam and apply curare
on 2/5 hits, and reduce Leech's to-dam in exchange for the guaranteed
vampiric effect.
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* Make Zhor have rC+++ (as it is it has some trouble competing with a robe of
resistance)
* Make Leech drain hp on all hits, rather than 3/5ths like other vampiric
weapons
* Bring back Sniper: it's a +15 vorpal crossbow with slower fire (ranged dark maul)
* Bring back Snakebite: it's a +5 venom dwhip that curares the defender on 1
out of 5 hits
* Make the Singing Sword a bastard sword (this is fairly big buff, but it still
has no brand)
* Remove Bullseye, give Gong 21 more SH and 5 less EV (remaining a normal-sized shield)
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Since otherwise it's easier and safer to just unwield while travelling
anyway. When monsters are around it is noisy as usual.
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Sometimes, they're there to emphasize a break between two sections of code,
which is good. In a majority of cases, though, they're just inconsistent.
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Also simplify quite a few cases.
It turns out in >90% cases of non-literals the argument had .c_str(),
which meant it was pointlessly malloc()ed and converted from and to
std::string. I believe a sprintf is faster, so even the argument of
miniscule speed-up doesn't apply.
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It trades readability and consistency for an utterly negligible bit of
speed. With the amount of further processing mpr() does, a single sprintf
is nothing.
This reverts commit d9dfa8fc9755fb0a4e8954c7eb94f32fe97b82e0.
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Scripted, then manually reviewed.
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It was really weird: working on a square, but in almost all cases
restricting it to your view (a circle). Note this is _your_ view rather
than from the iterator's center -- which hasn't been used once in the
obvious interesting way.
As usual, this commit fixes a load of "act through glass" bugs, ando/or
using los modes that don't make sense in the context.
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This was mostly a relic of its original design.
If it ends up being too powerful after this, I may play with its
impact on spell success rates some more.
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It's a 100% staff now (per the name) rather than 25% as it was before.
In return, its special damage has been improved, and no longer depends
on the base hit. The new formula has the same damage as the elec brand
(obeying one of random four resistances), with a chance of proccing
depending on the Evoc skill.
At 27 skill, it does ~2/3 damage of enhancer staves. It lacks the
power boost (ie, the main reason to use such staves) but its awesome
resists make it a good fixedart.
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It has an anti-wizardry effect, e.g. it negatively impacts spell success
rates - on the whole, it's basically a hat of wild magic.
There's a minor adjustment here to item name code to get the noises to
display properly.
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Bolts fired from it inflict hellfire-flavoured damage and explode in a
manner similar to other exploding projectiles (but also with
hellfire-flavoured damage) - this of course means bolts fired from it
have a 100% mulch rate.
Its base damage enchantment is now +6; +9 is probably too overpowered,
but lowering it all the way to +0 might be considered too much of a
drawback in light of the mulch rate and the fact that rHellfire enemies,
well, completely resist damage from Hellfire. (Who would have thought?)
It's also now evil! (What the hellfire!?)
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