| Commit message (Collapse) | Author | Age | Files | Lines |
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#2424917), summoned items should vanish when dropped/fired/thrown by
monsters.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/branches/stone_soup-0.4@7844 c06c8d41-db1a-0410-9941-cceddc491573
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6950, 6954, 6959, 6962, 6963, 6965, 6968, 6970 (partly), 6997, 6998,
7001, 7061, 7065, 7071, 7132 (partly), 7174, 7186, 7213, 7233, 7268,
7268, 7293, 7319, 7339, 7358, 7393 (partly)
* Tweak a few monster flags.
* Fix autoswapping jewellery taking longer than manual swapping.
* Fix crash when attempting to create nonexisting monster in wizmode.
* Make ego armour descriptions follow abbreviation guidelines.
* Fixed buggy monster movement away from the player.
* Disabled traps in the Abyss.
* Fixed a few other minor bugs, and improves messaging.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/branches/stone_soup-0.4@7788 c06c8d41-db1a-0410-9941-cceddc491573
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(Ekaterin).
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/branches/stone_soup-0.4@6860 c06c8d41-db1a-0410-9941-cceddc491573
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* Fix 2037104: amulet of Controlled Flight not autoIDing.
* Fix 2038973: explosive tracers leaking information about invisible
monsters.
* Fix 2039217: check shield status for non-weapons before wielding
* Fix 2039734: non-Spriggan transmuters being cheated on UC
* Fix 2037845: unstackedness was overriding finishing a deck
* Fix 2038476: semicontrolled blink.
* Fix 2038962: casting Divine Shield wasn't refreshing AC.
* Fix 2038651: real/fake rakshasa identity being leaked in descriptions.
* Fix 2035976: doubled inscriptions in equipped items in dump.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/branches/stone_soup-0.4@6792 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/branches/stone_soup-0.4@6730 c06c8d41-db1a-0410-9941-cceddc491573
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angering TSO, !blood counting towards decks of summoning.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/branches/stone_soup-0.4@6710 c06c8d41-db1a-0410-9941-cceddc491573
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Fixes Selective Amnesia crash, claws/ankus in the weapon option, randart
bardings pretending to be boots and smaller stuff.
Includes indication of monsters seeing/sensing invisible.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/branches/stone_soup-0.4@6665 c06c8d41-db1a-0410-9941-cceddc491573
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beam travel.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/branches/stone_soup-0.4@6647 c06c8d41-db1a-0410-9941-cceddc491573
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is much reduced.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/branches/stone_soup-0.4@6646 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/branches/stone_soup-0.4@6614 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/branches/stone_soup-0.4@6612 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/branches/stone_soup-0.4@6581 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/branches/stone_soup-0.4@6570 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/branches/stone_soup-0.4@6552 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/branches/stone_soup-0.4@6494 c06c8d41-db1a-0410-9941-cceddc491573
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Apply recent commits.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/branches/stone_soup-0.4@6458 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6439 c06c8d41-db1a-0410-9941-cceddc491573
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a new prompt now, but don't prompt a second time if you already
confirmed another one before.)
Fix some issues when creating items in the Abyss during GDT_GAME_START.
This may or may not have played a role in 2008976.
Lower spawning rate in the Abyss during GDT_GAME_START (10% spawning
chance instead of guaranteed spawning per 5 turns).
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6434 c06c8d41-db1a-0410-9941-cceddc491573
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on...?") wouldn't really cancel the attack. Also, s/beam_stopped/beam_cancelled/ for clarity.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6409 c06c8d41-db1a-0410-9941-cceddc491573
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summoned creatures being incapable of bleeding on the floor. This makes
things more difficult for Vampires; on the other hand there was a (more
or less) recent change that lets them regain 1 hp *per turn* when
draining corpses. We might also increase the duration of blood
potions...
Apart from that, various clean-ups.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6393 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6383 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6369 c06c8d41-db1a-0410-9941-cceddc491573
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generic logic that uses item tiles for BEAM_MISSILE, else bolts
according to flavour.
Identify monster fired ammunition ego if the launcher ego is known, not
that it has much of an effect because plain ammo gets no special
description.
In the message list the fired item as it will look to the player (i.e.
"arrow of ice" for a plain arrow fired off a bow of frost), even though
the item actually dropped will still be a plain one. I hope this isn't
too confusing. (And if it is, it should be easy to revert. :p)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6331 c06c8d41-db1a-0410-9941-cceddc491573
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Zin containing the explosion. Mainly for miscast effects which cause
explosions, but also catches the player casting spells which cause
explosions.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6323 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6315 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6314 c06c8d41-db1a-0410-9941-cceddc491573
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towards you. You can get them to attack while inside Sanctuary by
giving them an order to attack a specific monster, and if they do attack
and violate Sanctuary then it will be removed. Attempting to give such
an order will give a warning that it might violate Sanctuary.
Prevent confused and berserking pets from violating Sanctuary, since you
can't order them not to.
Prevent monsters fleeing Sanctuary from attacking monsters which are
blocking their flight path.
The player attacking him/her-self because of confusion no longer vilates
Sanctuary.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6312 c06c8d41-db1a-0410-9941-cceddc491573
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friends, to check for attacking foes while in sanctuary. The way it's
done means that if you or an enemy is in sanctuary and the beam also passes
through an ally then it will prompt you twice, once for the first friend and
once for the first foe, but that shouldn't be too much of a problem.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6287 c06c8d41-db1a-0410-9941-cceddc491573
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Remove non-harmless clouds when laying down sanctuary, and don't allow
non-harmless clouds to speard into sanctuary or be placed on it.
Don't let explosions spread into sanctuary (probably needs a flavour message).
If a giant spore or ball lightning somehow explodes while in sanctuary
then give a message about Zin containing it's explosion, and skip the
call to explosion().
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6284 c06c8d41-db1a-0410-9941-cceddc491573
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incremented, leading to stop_attack_prompt() not always being called
when it should be.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6276 c06c8d41-db1a-0410-9941-cceddc491573
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effects) to ignore the endpoint target ('.') in favour of continuing
until the end of the range.
Unrestrict tridents for some more species.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6265 c06c8d41-db1a-0410-9941-cceddc491573
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enemies) use player_visible_monster() as parameter known when setting
conducts in beam.cc, so the player isn't punished for attacking monsters he
didn't know were there, or if he did, had no idea about their current
behaviour (fleeing perhaps?) Might be too nice, again, but I think it's okay.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6190 c06c8d41-db1a-0410-9941-cceddc491573
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tiles asterisk when beams are drawn.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6184 c06c8d41-db1a-0410-9941-cceddc491573
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"no" to a "really fire beam" prompt; this allows fr_count to be used
to also actaully count how many friends would be hit when firing a player
tracer, instead of only indicating if a beam was canceled.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6179 c06c8d41-db1a-0410-9941-cceddc491573
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as well as beams fired by monsters.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6166 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6146 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5985 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5983 c06c8d41-db1a-0410-9941-cceddc491573
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Fix 1997179: Merge zombies correctly in the monster list.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5977 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5920 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5918 c06c8d41-db1a-0410-9941-cceddc491573
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attack again. For example, if you make an unchivalric attack on a
neutral monster, both the "unchivalric attack" and "attack neutral"
conducts will be handled again, instead of just the former (big oops).
Passing a constant-sized array of god_conduct_triggers and adding
wrapper functions to enable and disable them all is not the most elegant
solution, but I don't quite have the time or the understanding right now
to rewrite the god_conduct_trigger class to handle more than one conduct
at once, and this does work in the meantime.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5914 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5893 c06c8d41-db1a-0410-9941-cceddc491573
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Clean up the vampire ability screen a bit.
Special case naga bardings of running (according to makeitem.cc they can
exist) to be called "naga barding of speedy slithering" instead. Yes,
it's a hack, and yes, the name is rather unwieldy, but it makes more
sense this way. I hope. :p
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5880 c06c8d41-db1a-0410-9941-cceddc491573
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to allow specifying more parameters, and merge it with
mgen_data::alert_hostile_at(), since their only difference after
expansion is the hostile monster's target. Second, if a god makes you
cast Fire Storm, any fire vortices produced will finally be marked as
god gifts. Third, for consistency, don't immediately alert
miscast-produced spatial vortices to your presence, since the
aforementioned fire vortices aren't.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5818 c06c8d41-db1a-0410-9941-cceddc491573
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overboard here :) - but I figured that it could be useful to occasionally
explain *why* I implemented something a certain way.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5767 c06c8d41-db1a-0410-9941-cceddc491573
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player spell "Paralyse" with it, i.e. not the wand/potion/misc. effects.
Petrify is a 4th level spell of the Enchantment/Transmigrations school
(a unique combination, I believe), all other values (incl. the level)
were shamelessly stolen from Paralysis.
Anyway, it consists of two elements (so I actually added TWO new
enchantments), Petrifying and Petrified.
A monster that is petrifying cannot move around but can perform actions
like hitting adjacent monsters or casting spells at a slowed rate (1.5
of the normal cost). Once this sub-enchantment runs out (happens faster)
the monster cannot move or act anymore, so it works like Paralysis. The
damage you do during stabbing is one third of what you'd do otherwise,
for both states of enchantment, and for both stabbing counts as
unchivalric behaviour.
It has not been implemented as a monster spell, and ghosts of characters
that had it will use Paralyse instead. Consequently, the effect on the
player (in self targetting) only handles the Petrified part.
Numbers, esp. enchantment timeout, will need tweaking. They're currently
Petrifying:
cturn = 50 / _mod_speed(10, mons->speed);
Petrified:
cturn = std::max(8, 150 / (1 + modded_speed(mons, 5)))
because I wanted the first to always run out faster than the second, but
at the same time make the ratio of Petrifying/Petrified tilt in favour
of the first for powerful monsters. The numbers are more or less made
up, and tested with different monsters in wizard mode. Still, could be
anything between too weak and overpowered, though the latter is more
likely.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5761 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5760 c06c8d41-db1a-0410-9941-cceddc491573
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was in the path of a non-enchantment beam.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5758 c06c8d41-db1a-0410-9941-cceddc491573
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debugging functions, and some other clean-up.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5757 c06c8d41-db1a-0410-9941-cceddc491573
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