| Commit message (Collapse) | Author | Age | Files | Lines |
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As outlined in dpeg's ranged combat overhaul, branding spells should no
longer be permanant, nor apply directly to the ammunition. This commit
removes all previous "<X> Ammunition" spells, including the original
"Poison Ammunition" spell.
Instead, branding ammunition is now done via the launcher and the
currently existent weapon branding spells. Currently, those that can be
applied to a launcher are: Fire Brand, Freezing Aura and Poison Weapon.
There is the capacity of Excruciating Wounds to also be applied, but
this would require the addition of the Pain ego for missiles, of which
the mechanics would need to be decided upon first.
Like temporary brands on weapons currently, these brands on launchers
are permanantly affixable by using a scroll of vorpalise weapon.
This commit also overhauls the Arcane Marksman class. It began by
removing the non-existent ammunition spells; this left Devastating
Missiles with two spells: haste and deflect missiles. On reflection, I
decided to delete the book instead.
The Book of Elemental Missiles was easily adjusted by replacing the
three branding spells by the existent (and aforementioned) branding
spells. As there are no (according to the 0.6 ranged combat overhaul
spec) spells intended for use with translocation effects on missiles,
this left The Book of Warped Missiles rather empty.
Attempts were made (with discussion with Eronarn on IRC) to work out
something else to fill up the Book of Warped Missiles with, but I made
the decision to get rid it instead, as the only good suggestions
basically made it the Book of Spatial Translocations, and in that case,
the player may as well select the warper class.
We also discussed whether or not to remove Poison Weapon from the
Elemental starting book; I decided it was best to leave it now, but
increase its level from 2 to 3, to give the book more of a range of
levels (starting a Spriggan Arcane Marksman had all the spells listed as
"excellent" or "very good"; more on this shortly). I also decided that
Repel Missiles is over-used in this context, and upon Eronarn's
suggestion and sorear's agreement, have replaced it with Cause Fear.
I think this will provide for interesting game play, and that the level
of the spell is suitably high enough for it to not be abused. I also
made the executive decision that "Elemental Missiles" was no longer an
appropriate title, as it didn't contain any ammunition-specific spells
any longer, and have renamed the book to the "Book of Brands".
It is now:
Book of Brands
Level 1, Corona
Level 2, Swiftness
Level 2, Fire Brand
Level 2, Freezing Aura
Level 3, Poison Weapon
Level 5, Cause Fear
As the Arcane Marksmen class is now launcher-specific, rather than
ammunition-specific, I have adjusted it to no longer give Hill Orcs,
Sludge Elves and Merfolk javelins and throwing nets (they get bows like
everyone else), and made the decision to ban Trolls and Ogres from the
class altogether.
The reasoning here is that they have bad launcher aptitudes, and as they
are described as "marksmen", it makes no sense to give them a book full
of launcher-specific spells and some large rocks and throwing nets. This
change could, of course, be reverted, and they could simply be given
bows, crossbows or slings as relevant, in line with all other races
being given launchers and ammunition.
I have adjusted the starting skill levels for enchantments, spell-
casting and dodging to that of Crusaders. I have also removed Poison
Ammunition from the Book of Envenomations, and replaced it with Poison
Weapon instead.
Finally, I have increased TAG_MAJOR_VERSION to 14.
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Fixes BR 2875554, but could use better wording.
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weapons" but "ammunition".
The former would mean these spells work on bows themselves.
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Missile Changes
--
electricity missiles are now an option - they are always destroyed
reaping / dispersal ammo is now always destroyed as it can be created by players
poison ammo can again affect rocks / bullets etc - still no nets. Apparently
this is a contact poison, but mainly it's to close the gap between sling users
and archers.
SKILLS
--
Ranged weapon 3
Dodging 2
Spellcasting 2
Enchantments OR Translocations 3
EQUIPMENT
--
Robe
Ration
Scroll of blink
Some ranged weapon options as Hunter
No melee weapon!
Either book of elemental missiles or warped missiles
The book of Elemental Missiles
Spells Type Level
a - Corona Enchantment 1
b - Swiftness Enchantment/Air 2
c - Repel Missiles Enchantment/Air 2
d - Flame Ammunition Enchantment/Fire 3
e - Frost Ammunition Enchantment/Ice 3
f - Poison Ammunition Enchantment/Poison 4
The book of Warped Missiles
Spells Type Level
a - Apportation Translocation 1
b - Portal Projectile Translocation 2
c - Repel Missiles Enchantment/Air 2
d - Blink Translocation 2
e - Returning Ammunition Enchantment/Translocation 3
f - Warp Ammunition Enchantment/Translocation 5
The book of Devastating Missiles
Spells Type Level
a - Poison Ammunition Enchantment/Poison 4
b - Warp Ammunition Enchantment/Translocation 5
c - Shocking Ammunition Enchantment/Air 5
d - Haste Enchantment 6
e - Deflect Missiles Enchantment/Air 6
f - Exploding Ammunition Enchantment/Fire/Air 7
g - Reaping Ammunition Enchantment/Necromancy 7
Signed-off-by: Stefan O'Rear <stefanor@cox.net>
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Based on FR 1801710
Bolt of Iron and Ice Bolt were both mechanically different from the other
"bolts" in that they didn't penetrate targets. In addition, Ice Bolt was
very easy to confuse with Bolt of Cold. So they got their names changed to
Iron Shot and Fling Icicle, respectively. This change is both external (in
the game output) and internal (how the code refers to the spells). This
commit also changes the names of the spells in the data files (ie. for
tiles) and the names of some data files themselves (tile images).
(See the file list.)
Note that Lemuel's comment about the concept (and tile art)of "bolt" not
fitting with the way the "bolt" spells behave is still valid, but that's
another issue. I think this stems from a confusion between lightning
"bolts" and crossbow "bolts."
Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
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the tiles accordingly.
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useful.
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unarmed combat. (Borsuk)
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10717 c06c8d41-db1a-0410-9941-cceddc491573
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and document the missing tiles. Also add a tile for small skeletons, and
update the change log.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10653 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10639 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10555 c06c8d41-db1a-0410-9941-cceddc491573
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same effect, but different name, description, and messages.
Also, See Invisible is now pure Ench, and has been moved into the Book
of Enchantments.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10548 c06c8d41-db1a-0410-9941-cceddc491573
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Magic Mapping, and Identify. [*]
This leaves six spells in the Divinations school, of which Forescry and
See Invisible could easily be moved to other schools; Detect Secret
Doors could be removed; and Detect Traps/Items/Creatures should be moved
to some kind of misc. item with charges (whether rechargeable or not). I
didn't want to remove those until the replacement code is in.
I added a hack to make sure the probabilities of Xom "casting" magic
mapping remain the same. That will have to be repaired later,
preferrably by handling it together with Detect Items/Creatures as a
separate Xom effect.
Shifts spells in saves and bones files.
*) This is different from the recent addition of the scroll of silence
in that these four spells pose no risk whatsoever and can be spammed
safely, making even the food and magic costs negligible.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10542 c06c8d41-db1a-0410-9941-cceddc491573
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spell description too.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10144 c06c8d41-db1a-0410-9941-cceddc491573
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* Make Xom say e.g. "gate" for the repel stair effect if there's only a
gate nearby.
* Weapons of vampiricism have no effect on summoned creatures, as is
already the case for Vampire bites and the Vampiric Draining spell.
* Make berserking monsters immune to fear. (The sanctuary still works.)
* General clean-up.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9669 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9601 c06c8d41-db1a-0410-9941-cceddc491573
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* Default use_fake_cursor to true on Unix, else false.
* Tweak some descriptions.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9594 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9433 c06c8d41-db1a-0410-9941-cceddc491573
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contamination in the description of the Extension spell, as suggested in
[1946662].
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9405 c06c8d41-db1a-0410-9941-cceddc491573
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respectively, and rename the healing spells to Minor and Major Healing
instead.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9308 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9272 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9050 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8884 c06c8d41-db1a-0410-9941-cceddc491573
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component. (Better descriptions welcome.) "Fixes" [2542400].
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8877 c06c8d41-db1a-0410-9941-cceddc491573
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* Fix Xom confusing unconfusable monsters (plants!) - Xom may be Xom but
even he has to follow some rules.
* Add a message for shortlasting durations when cast since they miss out
on the "transformation about to time out" message.
* Add Eino's description for Death's Door.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8459 c06c8d41-db1a-0410-9941-cceddc491573
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insects don't leave skeletons anymore.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8387 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8039 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8036 c06c8d41-db1a-0410-9941-cceddc491573
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Mention the incapability of leaving levels in the descriptions of
zombified monsters, and also for Animate Dead/Skeleton.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7993 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7980 c06c8d41-db1a-0410-9941-cceddc491573
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seen.
Implemented fixed-level randart spell books, which is all randart spellbooks as
of now. All my attempts at sorting the spell list so that spells with the same
schools group together have utterly failed.
Got rid of the hackish "non-monster origin is stored in item.orig_monnum as
(-origin - 2)" logic, replaced with the slightly less hackish "-origin". Added
the two enumerations IT_SRC_START and IT_SRC_SHOP to do it. Also,
origin_is_god_gift() and origin_is_acquirement() can retrieve the god/source of
the item so that you don't have to do the negation and typecasting yourself.
Added some new spell flags:
* SPFLAG_BATTLE for non-conjuration spells which are still combat/battle
related (branding spells and single school attack spells like "Pain"),
* SPFLAG_CARD for spells which are card-type effects which don't show up in
ordinary spellbooks (Tomb of Doroklohe and (I assume) Disintigrate)
* SPFLAG_TESTING for spells which are only used for testing (Debugging Ray)
* SPFLAG_DEVEL for spells that are still under development (Crush,
Disrupt, and Detect Magic).
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7742 c06c8d41-db1a-0410-9941-cceddc491573
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monsters of the same type.
* Allow vampires of xp > 9 to meld with cursed gear in their bat form.
(As always, exempting weapons, of course.)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7534 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7126 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7106 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6892 c06c8d41-db1a-0410-9941-cceddc491573
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Made the description of royal jelly (the item) the same as that for the
monster. Note that the descriptions for the bazaars (flickering or not)
are evasive: I was unable to access them in /?f.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6332 c06c8d41-db1a-0410-9941-cceddc491573
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ability menu (a!) Currently only contains descriptions for Zin, TSO
and "Renounce Religion".
Also, now I'm worried that players might accidentally press '?' instead
of '!' and then apply an ability when they only wanted to read its
description. (Of course, with some of them you can opt out, e.g. because
they need targeting, but for others it's a real problem.)
There must be a good solution around somewhere.
Abilities are not (yet) searchable in the database.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5958 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5843 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5407 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5255 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5254 c06c8d41-db1a-0410-9941-cceddc491573
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of the Warp Weapon spell: "This spell is very dangerous to cast, as
the field is likely to affect the caster as well."
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5118 c06c8d41-db1a-0410-9941-cceddc491573
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* the Banishment spell doesn't work on the player anymore
* Lugonu's Exit Abyss has no permanent hp/mp cost, but Enter Abyss has
Instead, Exit Abyss now costs 1 (normal) MP and some more food.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4744 c06c8d41-db1a-0410-9941-cceddc491573
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Summonings just before Shadow Creatures. Also make it available to
player ghosts, so that it can be seen in action from monsters, and put
it in the list of Xom spells. This will probably need adjustment.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4369 c06c8d41-db1a-0410-9941-cceddc491573
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