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* Remove hand crossbows.Jude Brown2009-12-311-1/+1
| | | | | | | | | | | | | | | | | | This involves a lot of changes, and also increments TAG_MAJOR_VERSION to 13. The unrand "Sniper" is now a crossbow (hopefully its current title is still suitable for this task), and thieves no longer start with hand crossbows (but still retain darts). Wanderers with crossbow skills will now get a crossbow and bolts. This may be overpowered, but I didn't want to change the code here too much. It can always be adjusted. This removes the "quiver_type" enum from enum.h, and uses NUM_AMMO in the player.h quiver vector instead. Random elves that generated with hand crossbows before no longer do so, and this has not been replaced by normal crossbows. I hope that's everything!
* Revert "Convert dgn.set_border_fill_type to BORDER."Jude Brown2009-11-301-1/+1
| | | | | | | This reverts commit 941444076c26e5e5149c6368a4261d60842fe3ec. After consultation with Enne, this doesn't really fix the issue, and is therefore superfluous.
* Convert dgn.set_border_fill_type to BORDER.Jude Brown2009-11-301-1/+1
| | | | | | | | | | The Lua prelude of maps isn't executed early enough now. Using 'BORDER' sets map->border_fill_type as soon as the map is read, rather than after it is placed. This commit increases the value of MAP_CACHE_VERSION. Can be reverted if it causes issues or is unwanted.
* Allow portal vaults to specify fill and border glyph.Jude Brown2009-11-141-0/+1
| | | | | | | | | | | | | Also move dungeon_feature_by_name into terrain.cc, as it does not make sense it being in l_dgngrd.cc. The Lua function "set_border_fill_type(feature)" will replace the default DNGN_ROCK_WALL fill of a portal vault with the specified feature. This could be abused, and should probably only be limited to floor, water and sea, different types of walls, trees and lava; there are no sanity checks for endless traps, statues, stairs, etc. Finally, apply this to the island Trove, giving endless water effect.
* Fix dry land in Treasure Island Trove.Jude Brown2009-11-141-1/+2
| | | | Now that levitating monsters can be placed over water, do so.
* Tweak Trove loot weights.Jude Brown2009-11-011-15/+15
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* Allow shallow troves again, duration depends on depth.David Ploog2009-10-221-8/+19
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* Language.Robert Vollmert2009-10-101-1/+1
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* Tweak Troves (per BR2874711): Generate from D:14 instead of D:7, tweak ↵Jude Brown2009-10-101-3/+3
| | | | duration just a bit, and include a note in the description about them being temporary portals.
* Remove DOS line endings from trove.des again. (What's the gitDavid Lawrence Ramsey2009-09-291-585/+585
| | | | equivalent of svn:eol-style?)
* Spacing fix.evktalo2009-09-291-2/+1
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* Reset default-depth before the trove maps proper. (##crawl)evktalo2009-09-291-583/+586
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* New portal vault: Trove by Jude.dploog2009-09-221-0/+583
There is one issue: gold should never be part of the loot but I don't know how to get rid of it. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10770 c06c8d41-db1a-0410-9941-cceddc491573