| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
| |
watery squares now produce steam.
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
It's a fast-moving, long-lasting cloud that clumps together. It will
dissipate very quickly unless it is near other clouds. It is opaque, and
blocks line of sight with two or more clouds, but unlike other clouds,
it does not actually use the '#' glyph. Instead, it colours the ground
underneath it magenta.
It's currently unused, and while it's an interesting visual effect that
will have some great potential in portal vaults and specific branches,
should probably be used very rarely.
Also includes a tile for these, though I'm not too happy with the
effect.
|
|
|
|
|
|
| |
Allow players to fire through neutral (as well as friendly) plants and
let explosion spells (fireball etc.) pass through plants although the
explosion from those spells still affects plants.
|
|
|
|
|
|
| |
This has about no effect on heavy armour users, and makes dodgy chars use TSO
just for the starting blade or weapon blessing. Stealth is of course still
nuked.
|
| |
|
|
|
|
| |
crashes if BEAM_RANDOM picks water (kilobyte).
|
|
|
|
|
| |
This was caused by a switch statement not handling BEAM_BERSERK and
BEAM_MIGHT.
|
| |
|
|
|
|
| |
(Xom being amused by the player zapping beneficial wands at himself.)
|
| |
|
|\ |
|
| |
| |
| |
| | |
We now have much less duplication of logic, yay.
|
| | |
|
|\| |
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
cloud_struct now has members for colour, name, and tile; colour will be
used instead of the default colour of the cloud type, and will be used
to recolour the tile of the cloud (if it exists). Name will be used to
rebrand the cloud's description, and also alter the message generate
while standing in a cloud.
Finally, tile can be used to completely customise the tile used for the
cloud. The value is stored as a string in order to maintain save
compatibility across ASCII and tiles. A random tile (found using
tile_main_count) from that set will also be used, however, no duration
effects will be applied.
Recoloured cloud tiles using just the colour code should be possible,
though aren't yet fully tested.
This commit bumps TAG_MAJOR_VERSION: changing marshalling of the
FogMachine Lua code causes nasty crashes on reloading saved games.
Otherwise, I don't think I broke anything else. :-)
|
| |
| |
| |
| |
| |
| |
| |
| | |
The change was originally done to allow hostile oklobs to target
the player if he happens to be standing in the same cell, but
they appear to do that successfully regardless.
Fixes issue #133, issue #246.
|
| | |
|
| |
| |
| |
| |
| |
| |
| |
| | |
The player now gains experience both for player-thrown beams
that are reflected by monsters, and monster-thrown beams
reflected by the player.
I assume not giving experience wasn't by design.
|
|\| |
|
| |
| |
| |
| |
| |
| | |
compiler
could call unnecessary functions. For paranoia, I left even any uses of std::string.
|
| |
| |
| |
| | |
Also, make them imprevious to disintegration -- should we explode instead?
|
|/ |
|
| |
|
|
|
|
| |
Fixes bug #151.
|
| |
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
| |
This is visually identical to translocational energy, but will have uses
in portal vaults (specifically, wizlabs).
|
| |
|
|
|
|
| |
This mostly puts && and || on the proper lines, per the style guide.
|
|
|
|
|
| |
areas.cc is meant to collect all area effects like sanctuary,
silence, halo, pending future unification.
|
|
|
|
|
|
|
|
| |
Switch to the YOU_KILL and MON_KILL macros for determining whether a
beam was fired by a monster or the player (used to decide whether a
beam can hit a monster or the player at its point of origin). This
fixes manticores not using their ability, and also stops electric eels
(and electric eel pallet swaps) from shooting themselves.
|
|
|
|
|
|
|
|
|
|
| |
fire / frost / electric / reaping are not auto mulch flame has chance to
save reduced by 2 frost has chance to save reduced by 1 reaping has
chance to save reduced by 3 electric has standard chance as it only
procs 1 in 3 added was_missile to beam properties in order to not auto
mulch other beam types than BEAM_MISSILE
Signed-off-by: Matthew Cline <zelgadis@sourceforge.net>
|
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
| |
This removes a couple of unnecessary includes from header files.
I may have missed adding some tiles includes.
|
|
|
|
|
| |
This also means that centaurs will have a much easier time shooting
at paladins. Could become a problem.
|
| |
|
| |
|
| |
|
|
|
|
| |
This reverts commit 2100de921196354c2e4187646a9c2c8d29792fb0.
|
| |
|
| |
|
|
|
|
|
|
|
| |
New bolt class member source_name, which is automatically set if the
monster which created the beam kills itself. Currently only used
when Fire Storm places fire vortexes, so that they'll have a monster
name for summon blaming.
|
| |
|
|
|
|
|
| |
This is meant for Roxanne, but the other users also got this for
now.
|
| |
|