| 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 is extremely misleading. These can be applied too armour types that
do not have this brand (the leather armour of Conservation, etc) and
confuse people.
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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, allow Xom to sometimes revert a banishment right after exacting it.
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Also add some appropriate messages for this case.
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Also fixes @objective@ in spell messages.
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The tile is left untouched for now.
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In preparation for the guardian naga -> guardian serpent change. A
compromise of sorts.
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The chance of this happening depends strongly on tension and mood, as well
as type of death. I also tried the normal protection from harm but I figure
it's more interesting this way. :D
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For some of the adventurer type uniques. Also added a bit of unique speech.
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This is extremely misleading. These can be applied too armour types that
do not have this brand (the leather armour of Conservation, etc) and
confuse people.
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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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for instance, polymorphed monsters keep their spellbooks now
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If a wizard or priest is polymorphed into a monster without hands, then
when it casts a spell preserved across the polymorph (rather than any
innate ability or spell) then to avoid getting weird messages (like
"Harold breaths UNSEEN BEAM at you") the first lookup key for
dat/database/monspell.txt is "polymorphed wizard" or
"polymorphed priest."
NOTE: There should probably be a greater variety of messages depending
on shpae, like "quadruped wizard" and "blob wizard".
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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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struck.
The exact resists are not yet filled in, we'd need to interrogate zelgadis who
provided the idea.
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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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Namely introduction.txt, syntax.txt, advanced.txt all inside of
docs/develop/levels.
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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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