| Commit message (Collapse) | Author | Age | Files | Lines |
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The previous incarnation basically made it a necessity to kill Duvessa
first, otherwise she would go berserk and easily kill the player; this
is both spoiler-ridden and unbalanced.
Instead of making Dowan run away in fear, he'll be temporarily hasted,
and receive an upgrade of spells. Fireball will replace both of his
conjurations, and Corona and Haste Other are replaced by Blink and Haste
respectively.
Fireball tracers currently don't seem to work properly, meaning that
Dowan can kill himself with his own Fireball. This is undesirable.
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This re-uses several ideas from the Emerald Eye FR, and implements the
spell "Mislead": this grants the "Misled" status effect to the player,
and causes on-level monsters to appear (glyph, name and tile) to be
other monsters. Only their appearance is changed.
Healing potions and rain remove this status effect.
Mara also has a beefed-up version of the Rakshasa clone spell: it
instead creates an "exact" clone (slightly altered spells list, and
non-unique status for his clones). Only two will ever be created at
once.
Finally, he has the spell "Summon Player Ghost". This spell creates a
ghost of the player (though marked as a summon, meaning that it
(shouldn't) register a milestone, though it will be treated as a
self-ghost kill) that is hostile. Only one of these should be existant
at any one point in time.
I'm pretty sure that I haven't broken anything, but would definitely
appreciate someone sanity-checking this commit.
Known minor issue: Kirke's summon ugly things being cast while having
the Misled status causes them to show up with no glyph.
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Also add some appropriate messages for this case.
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In preparation for the guardian naga -> guardian serpent change. A
compromise of sorts.
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For some of the adventurer type uniques. Also added a bit of unique speech.
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Also provide checks for whether or not the monsters can speak or not:
they may have been polymorphed.
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Signed-off-by: David Ploog <dploog@users.sourceforge.net>
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Their speech is now different when one of them dies.
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Roxanne is currently the only user of this spell.
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With 30 kills to 5696 deaths, Michael just isn't unique enough.
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New MF_GOING_BERSERK flag: monsters with this flag will go berserk the
next turn after they see you.
Remove sight limitations from Dowan/Duvessa death effects. Flavour
messages will now always occur, as will Dowan's fear effect, even if you
cannot see him.
Duvessa's berserk effect is only triggered if you are in her line of
sight upon Dowan's death. If you are not, she's given the
MF_GOING_BERSERK flag, and will go berserk when she next sees you.
Reasoning is that they have some magical ability to sense the other's
death.
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Crazy Yiuf now speaks with more regularity than normal; this is a
special case, and could probably be converted to a flag (M_CHATTY) or
something similar for other uniques.
The monster-speaking chance code seems to make more sense being in
monspeak.cc, so moved it there under maybe_mons_speaks.
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Should now work even if one (the one being killed) or the other (the
living twin) or bother are invisible. Add a new subset of flavour
message to cope with this ("It weeps, then rights herself and shakes her
weapon" doesn't work with invisible).
Still needs to be tweaked, as Dowan will flee/Duvessa will go berserk if
one of them is stabbed. Also, flavour messages may need to be adjusted
to take into consideration trap deaths.
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Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
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Dowan now flees (ENCH_FEAR) when Duvessa is killed nearby (in your line
of sight, while Dowan is in your line of sight). Likewise, Duvessa goes into a
berserk rage. Flavour mesages for both situations provided!
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Yiuf still only appears in his cottage (generated from D:2-7), still
generates with a quarterstaff of chaos and a cloak, but is now randomly
coloured at the start of the game, and has randomised speech. You leg
down broken song!
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Appears from D:4 through D:9, and comes with a band of human slaves.
They will turn neutral (and be pacified, granting 1/2 EXP) if you
destroy Pikel before destroying them. Pikel generates with a whip
(either flaming or pain), and a black robe.
The "pikel_band_neutralise()" function is quite hacky and assumes that
all MONS_HUMANS with MF_BAND_MEMBER are part of Pikel's band. This
should be changed as soon as there is a better way of tracking who is in
what band.
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@at_foe@ is replaced with "at @foe@" for ally-targetted speech, or ""
for player-targetted speech.
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Casts Venom Bolt, Blink Other, Ensorcelled Hibernation, Slow and heals
himself. Comes with a ruby-red naga barding, a shield, and a chance of a
very nice weapon. Can appear on Snake:4 and Snake:5, and also on similar
dungeon levels to Margery and co.
Backstory: the guardian of a horde of treasure who fell asleep on the
job. Thieves raided the place, and he was disgraced and kicked out.
Turned to the role of a warrior, seeking redemption through battle.
Currently, there's something weird with the debug build at 'xv' for
monster description not displaying the right information all the time.
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He will blink and teleport away any allies, and resort to blinking
himself only if there's something else blocking the tomb.
The tomb is dropped when he emerges from it, as teleporting out could
leave the player stranded and having unlimited means of digging
shouldn't be mandatory.
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Equipment: a cloak, a dagger or short sword, and some gold.
Spells : Blink, Invisibility, Teleport Self
Most importantly, in melee combat Maurice will try to steal items from
the player. Due to technical limitations he can only steal item types
monsters can carry and only if said item slot is still free. All
applicable items get weighted by item value, and if nothing is
applicable he will steal some gold instead. If even that isn't possible,
he'll complain a bit and teleport away.
Maurice is placed in the same depth as Gastronok. He's not actually
hard (except for the occasional weapon brand or wand), but rather
annoying. :p
Stealing from monsters hasn't been implemented, and I don't think it's
as interesting. Maurice is currently prevented from stealing items the
player has equipped, though I'm considering allowing him to steal a
wielded weapon, at least.
The limitations of monsters' inventories means that Maurice will never
attempt to steal armour (slot already filled) or jewellery (missing
slot). Maybe we could try to force valuable items into inappropriate but
rarely used slots, e.g. MSLOT_MISC.
Other than in the FR (see 2838375) Maurice does not disappear from the
level, so you can still hunt him down. He also doesn't get a crossbow or
blowgun yet, though that's an interesting idea. However, handing out a
secondary weapon would mean that he couldn't steal weapons either.
Doesn't have a tile yet, and I have no image of him in my head either.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10776 c06c8d41-db1a-0410-9941-cceddc491573
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tweaks to make his speech and casting work correctly. Turns up around the same
time as Erolcha and Grum.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10774 c06c8d41-db1a-0410-9941-cceddc491573
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It's possible that they make the water look too busy, but maybe I only
need to get used to it. Also add some more alternative tiles for the
plain dungeon floor and walls, and move around some spell tiles again.
Also fix 2844278: melding stacks stat bonuses for Merfolk.
Update change log for the starting stat and exclusion changes.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10688 c06c8d41-db1a-0410-9941-cceddc491573
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* Much better descriptions for several uniques (including removal of "evil" if not really evil)
* Jessica gets Pain instead of Magic Dart (so she's actually evil now, in the Crawl sense of the word) - might make her more dangerous
* More diverse eating habits for Prince Ribbit
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10622 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10613 c06c8d41-db1a-0410-9941-cceddc491573
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Dowan. I'll do the tiles later.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10578 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10550 c06c8d41-db1a-0410-9941-cceddc491573
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friendly monsters.
Added @foe_possessive@ monster speech variable, and fixed a few monster
speech entries to not be player centric.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10377 c06c8d41-db1a-0410-9941-cceddc491573
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"his", "its" --> @possessive@ changes.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10183 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10182 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10128 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10127 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10071 c06c8d41-db1a-0410-9941-cceddc491573
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Also added a preliminary tile.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10070 c06c8d41-db1a-0410-9941-cceddc491573
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This includes a new transformation TRAN_PIG that the player can not end
at will but rather will have to time out. Pigs (or rather hogs) are fast
but cannot use any equipment except amulets, or cast spells.
If the transformation would cause death by stat loss (due to equipment
loss) the player is paralysed instead.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10061 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9667 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9660 c06c8d41-db1a-0410-9941-cceddc491573
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