| Commit message (Collapse) | Author | Age | Files | Lines |
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Some classes were erroneously referred to as 'struct' in forward
declarations, and vice versa.
Signed-off-by: Steven Noonan <steven@uplinklabs.net>
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It creates clouds of rain and thin mist around the player (very
occasionally). Provides insulation and evocable levitation. Also has a
tile!
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Chaotic things are now shapeshifters, mutators, etc., while unclean
things are diseasing things, rotting things, etc.
Zin still hates both. As good gods treat both unholy and evil monsters
as evil, he'll treat both unclean and chaotic monsters as chaotic.
Note that silver will only do extra damage to chaotics, as before.
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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.
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struck.
The exact resists are not yet filled in, we'd need to interrogate zelgadis who
provided the idea.
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This is mainly for Fedhas, who hates the latter but not the former.
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These were of questionable use and freshness.
Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
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I didn't make them "new artifacts" either -- they're enchantable now.
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Signed-off-by: Brendan Hickey <brendan@bhickey.net>
Acked-by: Steven Noonan <steven@uplinklabs.net>
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* 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
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10363 c06c8d41-db1a-0410-9941-cceddc491573
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the Singing Sword. No new messages for the spear of the Botono or the
Elemental Staff, though.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10066 c06c8d41-db1a-0410-9941-cceddc491573
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specifically code for equipping, unequpping, an equipped unrandart doing
something every time world_reacts() is called (special wield effects),
melee hit effects, and evoking. Left hardcoded outside of art-func.h:
* Sword of Cerebov temproarily downgrading the defender's fire
resistance.
* Staff of Olgreb boosting poison spells, as if it were a staff
of poison.
* Vampire's Tooth always getting maximal vampiric drain.
* Mace of Variablity's initial pluses being chosen at creation time.
* Since what used to be special wield effects is now handled very
differently, noisy weapons and the lantern of shadows effects
are handled with player attributes rather than SPWLD_NOISES and
SPWLD_SHADOW.
* Unrandarts can now have an elemental colour for their colour
(currently only used for the Mace of Variability).
* Unrandarts' value modification, being special, and being
evil are now handled in art-data.txt rather than being hardcoded.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10055 c06c8d41-db1a-0410-9941-cceddc491573
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(The doll definitions are too complicated.)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10050 c06c8d41-db1a-0410-9941-cceddc491573
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fixed-art brand_type enumerations.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10041 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10038 c06c8d41-db1a-0410-9941-cceddc491573
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(further changes will be much smaller). Breaks savefile compatibility,
and bumps the major savefile version up to 6.
Some changes made to some tiles files, but it hasn't been tested with a tiles
build.
Overview of changes:
* Unrand artefacts are now defined in art-data.txt and is turned into
C code via util/art-data.pl. This has the dual advantage of being
more readable by humans, and that if the unrand data structure
changes then you can just change util/art-data.pl and regenerate
the C code rather than having to change some 70 different C structs
by hand.
* util/art-data.pl automatically updates NO_UNRANDARTS, and also
automatically generates an enumeration of all the unrands which are
equal to their item.special field.
* randart.cc and randart.h have been renamed to artefact.cc and artefact.h,
since the files covers all types of artefacts, and the differences
between randarts, unrandarts and (former) fixed arts have been
minimized since the terms were introduced. Also renamed unrand.h to
art-data.h
* The brands and resistances of former fixed arts are now handled via
artefact properties, but the rest of their special behaviours are still
hardcoded.
* Unrandarts are now distinguished between normal and "special",
with the special ones currently just being identical to the list of
the formed fixed arts. Special unrandarts are randomly generated less
often than normal unrandarts, can be generated in the Abyss if they've
been lost, can't be picked up by monsters, and can't be affected by
Tukima's Dance.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10035 c06c8d41-db1a-0410-9941-cceddc491573
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