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* Amulet of stasis, first cut.Darshan Shaligram2010-01-111-0/+4
| | | | | | | | | | | | | | | 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).
* Remove resist slowing, increment tag major version.Darshan Shaligram2010-01-101-4/+1
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* Fix rare hang attempting to generate item with spec "acquire:the_shining_one ↵Darshan Shaligram2010-01-071-2/+3
| | | | any".
* New (ranged) weapon brand: evasion.Jude Brown2010-01-031-4/+4
| | | | | | | This replaces "protection" on all ranged weapons, and will only generate on those. This commit also fixes shopping values for the new needle brands.
* Adjust launcher generation brands.Jude Brown2010-01-011-5/+15
| | | | | | | | 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.
* Remove hand crossbows.Jude Brown2009-12-311-4/+1
| | | | | | | | | | | | | | | | | | 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 Random elves that generated with hand crossbows before no longer do so, and this has not been replaced by normal crossbows.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!
* Make item_is_mundane a method of item_def.Vsevolod Kozlov2009-12-271-1/+1
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* Remove code duplication by making artifacts use SPARM_SPIRIT_SHIELD.Adam Borowski2009-12-151-1/+1
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* Fix all branded unrandarts being created cursed.Johanna Ploog2009-12-151-4/+3
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* Remove header includes from mon-place.h.Robert Vollmert2009-11-271-0/+1
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* Add formatting fixes.David Lawrence Ramsey2009-11-211-2/+2
| | | | This mostly puts && and || on the proper lines, per the style guide.
* Move silenced(pos) to areas.cc.Robert Vollmert2009-11-211-0/+1
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* Flatten header dependencies a bit.Robert Vollmert2009-11-171-0/+1
| | | | | | This removes a couple of unnecessary includes from header files. I may have missed adding some tiles includes.
* Give giant spiked clubs a nonzero acquirement weightStefan O'Rear2009-11-131-2/+2
| | | | | | | | 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.
* Crossbows of shocking, for everyone. Launchers of holy wrath, for dpeg's ↵Adam Borowski2009-11-121-0/+6
| | | | | | | | | | 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.
* Split shouting and stealth code from view.cc.Robert Vollmert2009-11-101-0/+1
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* Rename FeawnCharles Otto2009-11-081-1/+1
| | | | | In most places Feawn is now referred to as "Fedhas," its long name (used in the religion screen) is "Fedhas Madash"
* Simplify by reusing commin brand vetoing code.Adam Borowski2009-11-041-23/+5
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* Allow specifying "any weapon ego:XXX", "... missile", "... armour".Adam Borowski2009-11-041-0/+2
| | | | | This will select an item type that can have brand XXX. This requires a large list of allowable type/brand combinations in the code :(
* Split game_options from externs.h into options.h.Robert Vollmert2009-11-041-0/+1
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* Remove +Tele as a randart propertyStefan O'Rear2009-11-031-12/+1
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* Remove mapping abilities from the gameStefan O'Rear2009-11-021-7/+0
| | | | | Mapping still exists on cards, scrolls, Xom, and as the passive mutation. The ball of seeing exists, but will have to be dealt with.
* And do the same for Feawn.David Lawrence Ramsey2009-10-311-1/+2
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* For consistency, make the previous check generic to the good gods, sinceDavid Lawrence Ramsey2009-10-311-4/+2
| | | | chaos weapons are potentially evil weapons.
* Ensure that Zin's name never goes on artefact weapons with the chaosDavid Lawrence Ramsey2009-10-311-1/+4
| | | | brand. Such weapons aren't currently generated, but do it just in case.
* Add whitespace fixes.David Lawrence Ramsey2009-10-311-1/+1
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* Adjust the chance for randarts based on mundane items again.David Lawrence Ramsey2009-10-311-1/+1
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* After some thought, allow mundane items to be artefacts again, but moreDavid Lawrence Ramsey2009-10-311-5/+5
| | | | | rarely than non-mundane items. After all, there are some unrandarts made from mundane items, so there's precedent for it.
* Splitting up stuff.cc.Robert Vollmert2009-10-301-1/+3
| | | | New: colour.cc, coord.cc, coordit.cc, random.cc, rng.cc.
* Blessed Blades created the round before shouldn't be "ancient artifacts".Adam Borowski2009-10-301-43/+0
| | | | I didn't make them "new artifacts" either -- they're enchantable now.
* SPWPN_SHADOW -> SPWPN_REAPING (my bad)Eino Keskitalo2009-10-301-3/+3
| | | | Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
* Rename shadows brand into reaping for unique name.Eino Keskitalo2009-10-301-1/+1
| | | | Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
* Disallow artefacts with the shadow brand for necromancy-hating gods.David Lawrence Ramsey2009-10-291-18/+20
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* Add proper checks for artefacts that Cheibriados doesn't like.David Lawrence Ramsey2009-10-251-0/+28
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* Add the 0.6 launcher brands to the randart listStefan O'Rear2009-10-241-2/+4
| | | | | | 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.
* Force all randart weapons to have some brand.Stefan O'Rear2009-10-241-0/+4
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* Moving data out of newgame.cc.Robert Vollmert2009-10-231-0/+1
| | | | Also move species<->string translation from player.cc to species.cc.
* gods: added "Chronos", the slow godSteven Noonan2009-10-201-7/+0
| | | | | Signed-off-by: Brendan Hickey <brendan@bhickey.net> Acked-by: Steven Noonan <steven@uplinklabs.net>
* versioning: remove SVN-specific revision data, add Git versioningSteven Noonan2009-10-181-1/+0
| | | | Signed-off-by: Steven Noonan <steven@uplinklabs.net>
* artefact.cc: eliminate "array subscript is above array bounds" warningsSteven Noonan2009-10-131-1/+1
| | | | Signed-off-by: Steven Noonan <steven@uplinklabs.net>
* fix compile errors on Intel C++ Compiler v10.1Steven Noonan2009-10-121-5/+5
| | | | Signed-off-by: Steven Noonan <steven@uplinklabs.net>
* Comment fixes.David Lawrence Ramsey2009-10-121-2/+2
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* Fix infinite recursion when Sif attempts to gift high level fixed-level ↵Charles Otto2009-10-121-1/+2
| | | | randart spellbooks (bug 2876139)
* Add minor cosmetic fix.David Lawrence Ramsey2009-10-111-2/+0
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* Drop obsolete CVS last-committed headers ($Author$).Adam Borowski2009-10-061-2/+0
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* Amulet of guardian spirit, it comes as an amulet or a cap.Adam Borowski2009-10-051-0/+7
| | | | | | | | 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.
* Add spelling fixes.David Lawrence Ramsey2009-09-231-1/+1
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* FR 2823234: Note getting the Blessed Blade right awayj-p-e-g2009-08-121-0/+7
| | | | | | | | 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
* Fix the weird beam tiles for unknown beam types.j-p-e-g2009-08-091-11/+12
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10510 c06c8d41-db1a-0410-9941-cceddc491573
* More artefact/acquirement modifications:j-p-e-g2009-08-081-76/+118
| | | | | | | | | | | | | | | | | | | | | | * 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