| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Amulets of stasis blocks:
- Teleport self
- Blink in all forms
- Slowing
- Hasting
- Paralysis
- Petrify
- Berserker rage
The amulet auto-ids the first time it triggers.
The amulet does not affect existing conditions (such as an existing Haste spell or an existing post-berserk Slow).
|
| |
|
|
|
|
| |
any".
|
|
|
|
|
|
|
| |
This replaces "protection" on all ranged weapons, and will only generate
on those.
This commit also fixes shopping values for the new needle brands.
|
|
|
|
|
|
|
|
| |
Only crossbows may generate with penetration, and only bows may generate
with reaping. I have also decreased the chances of vorpal appearing on a
launcher.
Hopefully I haven't broken the logic here too much.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
This involves a lot of changes, and also increments TAG_MAJOR_VERSION to
13. The unrand "Sniper" is now a crossbow (hopefully its current title
is still suitable for this task), and thieves no longer start with hand
crossbows (but still retain darts).
Wanderers with crossbow skills will now get a crossbow and bolts. This
may be overpowered, but I didn't want to change the code here too much.
It can always be adjusted.
This removes the "quiver_type" enum from enum.h, and uses NUM_AMMO in
the player.h quiver vector instead. Random elves that generated with
hand crossbows before no longer do so, and this has not been replaced by
normal crossbows.
I hope that's everything!
|
| |
|
| |
|
| |
|
| |
|
|
|
|
| |
This mostly puts && and || on the proper lines, per the style guide.
|
| |
|
|
|
|
|
|
| |
This removes a couple of unnecessary includes from header files.
I may have missed adding some tiles includes.
|
|
|
|
|
|
|
|
| |
They're the best weapon in the game for the races that can weild them,
it makes no sense to exclude them from acquirements.
Also give mundane items generated by acquirement enchantments and
artifact status.
|
|
|
|
|
|
|
|
|
|
| |
angels.
Neither cause additional mulching of ammo, since both the charge and blessing
is temporary. Blessing and reaping cancel each other.
Holy wrath launchers are a lot weaker than silver ammo, but these two stack.
Plus, they're permanent while ammo is scarce.
|
| |
|
|
|
|
|
| |
In most places Feawn is now referred to as "Fedhas," its long name
(used in the religion screen) is "Fedhas Madash"
|
| |
|
|
|
|
|
| |
This will select an item type that can have brand XXX. This requires
a large list of allowable type/brand combinations in the code :(
|
| |
|
| |
|
|
|
|
|
| |
Mapping still exists on cards, scrolls, Xom, and as the passive mutation.
The ball of seeing exists, but will have to be dealt with.
|
| |
|
|
|
|
| |
chaos weapons are potentially evil weapons.
|
|
|
|
| |
brand. Such weapons aren't currently generated, but do it just in case.
|
| |
|
| |
|
|
|
|
|
| |
rarely than non-mundane items. After all, there are some unrandarts
made from mundane items, so there's precedent for it.
|
|
|
|
| |
New: colour.cc, coord.cc, coordit.cc, random.cc, rng.cc.
|
|
|
|
| |
I didn't make them "new artifacts" either -- they're enchantable now.
|
|
|
|
| |
Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
|
|
|
|
| |
Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
|
| |
|
| |
|
|
|
|
|
|
| |
Penetration has been added with a generation probability of 10% (same
as speed) and shadow has been added at 15%, 5% has been removed from
vorpal, flame, frost, protection, and venom.
|
| |
|
|
|
|
| |
Also move species<->string translation from player.cc to species.cc.
|
|
|
|
|
| |
Signed-off-by: Brendan Hickey <brendan@bhickey.net>
Acked-by: Steven Noonan <steven@uplinklabs.net>
|
|
|
|
| |
Signed-off-by: Steven Noonan <steven@uplinklabs.net>
|
|
|
|
| |
Signed-off-by: Steven Noonan <steven@uplinklabs.net>
|
|
|
|
| |
Signed-off-by: Steven Noonan <steven@uplinklabs.net>
|
| |
|
|
|
|
| |
randart spellbooks (bug 2876139)
|
| |
|
| |
|
|
|
|
|
|
|
|
| |
When worn, all non-poison damage will drain mana instead, hurting hp
only after mana is depleted.
The cap brand is intended only for a fixedart, but per dpeg's request,
it will be generated on ordinary caps for now, as a test.
|
| |
|
|
|
|
|
|
|
|
| |
FR 2433928: Holy wrath weapons cannot be cursed.
The message could stand to be improved.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10530 c06c8d41-db1a-0410-9941-cceddc491573
|
|
|
|
| |
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10510 c06c8d41-db1a-0410-9941-cceddc491573
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* When handing out body armour via scroll acquirement, use a rough order of
armour subtypes and assign weights according to Armour skill, i.e.
robes are most likely at Armour skill 0 and crystal plate mail is most
likely at Armour skill 27 (well, 24+, to be exact).
* When handing out mundane items, consider the shield slot to be filled
if the character is unarmed has a high UC skill, or is wielding a
two-hander, a ranged weapon, or a rod. I don't know how much shields
hamper spellcasting - that could be included as well.
* In the creation of artefacts (also outside acquirement) make sure that
those boring randarts that only have one stat property (AC, EV, Str, Dex,
Int) get another one, and there's a chance of getting a third. Also,
if the only property is Acc or Dam there's a 50% chance of getting one
or two more. As before, the bonus properties are all stat properties,
so this shouldn't be too powerful.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10501 c06c8d41-db1a-0410-9941-cceddc491573
|