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* Remove stuffNicholas Feinberg2014-07-291-1/+1
| | | | | | | .cc, moving its contents into the new stepdown.cc and strings.cc. (The latter also got many donations from libutil.h.) Down with stuff! Up the new flesh!
* Move redraw functions from stuff.cc -> output.ccNicholas Feinberg2014-07-281-0/+1
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* Create prompt.ccNicholas Feinberg2014-07-271-0/+1
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* Revert "Put heavily drained players out of their misery"Chris Campbell2014-07-251-2/+1
| | | | | | | | | | | Heavy draining already recovers quickly, such that it should be possible to recover even when killing low-XP monsters. If very heavy draining is still problematic, it might be better to scale down draining when already heavily drained, rather than making it behave in a different way entirely past a certain point. This reverts commit bc4cca05f1829bd4bb812008c01682b204ee4975 and commit 1c0d6e64a9a9.
* Put heavily drained players out of their miseryNicholas Feinberg2014-07-231-1/+2
| | | | | | | | | Draining is now limited, based on your level. If you get drained further when you're already very heavily drained, you take very sizeable amounts of damage. Hopefully this will kill you. The death messaging seems to work, but it's not ideal. Possibly someone can adjust that.
* Separate 'permanent' and 'temporary' monster hit diceNicholas Feinberg2014-07-131-2/+3
| | | | As part of a wider scheme to make draining temporary.
* The great mon-stuff migration.Shmuale Mark2014-06-221-1/+2
| | | | | | | | | A good deal of functions move to the two new files, mon-poly and mon-message. Of the others, some go to where they are used, some to mon-util, and a few are made member methods of monster. This probably breaks Xcode compilation, and I'm not able to test the changes I made to MSVC that will (hopefully) keep it working.
* Remove an out-of-date commentChris Campbell2014-06-191-2/+0
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* Adjust deck of wonders contentsChris Campbell2014-06-191-5/+5
| | | | | | To include some cards that are appropriate in non-gifted decks (Focus, Mercenary, Helix), and to make the rest of the deck less similar to the deck of battle.
* Remove the battlelust cardChris Campbell2014-06-191-16/+3
| | | | | It was only in Wonders and only duplicated potion effects (which were already duplicated by other cards such as Potion in other decks).
* Plus2: Make weapons only generate with one plusChris Oelmueller2014-06-141-6/+3
| | | | [Committer's note: Merged a few commits into this.]
* Make BATTLELUST card use _do_weapon_swap(), remove DUR_BUILDING_RAGE.Shmuale Mark2014-06-121-12/+14
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* Merge branch 'mon-pickup'Shmuale Mark2014-06-111-2/+4
|\ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | The problem with monster pickup of the type that this branch removes is that it encourages tedious behaviour to achieve the optimum result. While in general people don't bother to pick up every weapon and armour and stuff it upstairs, that would be a way to prevent monsters from ever picking up items you've seen. With Apportation, you don't even have to reach the item, and on a mummy, say, you don't even have to worry about the infintesimal food cost. People do already do this for chaos and distortion weapons, and it is not a very good thing. Not allowing allies to pick up items is related, in that it means that the code can be simpler, but it also has problems of micromanagement, weirdnesses with the ctrl-T command, and allies already have their share of problems. I hope that the compensations for Beogh and mercenaries make up for what is lost in terms of fun. Conflicts: crawl-ref/source/tag-version.h
| * Replace centaur warrior mercenaries with deep elf conjurers.Shmuale Mark2014-06-111-1/+1
| | | | | | | | | | Since the former are now MF_HARD_RESET, so their ammo instantly mulches and can't be replenished.
| * Give mercs better items.Shmuale Mark2014-06-101-1/+3
| | | | | | | | | | | | | | | | | | | | | | They automatically get their items set as MAKE_GOOD_ITEM, which might not be enough to make up for the mediocre weapon types they tend to start with, but it's the simplest solution for now. They're also marked as MF_HARD_RESET so that you can't not pay and then take their stuff. Also, fix compilation: I'll fix this (so that git bisect works) while merging into master.
* | Revert "Make random_choose_weighted() end on -1 weight"reaverb2014-06-101-1/+1
| | | | | | | | | | | | | | This reverts commit 7e81480cda18144ff185f5248639a072b654deff. Turns out I missed some calls to random_choose_weighted(), this change might not even be worth doing.
* | Make random_choose_weighted() end on -1 weightreaverb2014-06-101-1/+1
| | | | | | | | For consistency with random_choose().
* | Fix foxfire (MarvinPA)Neil Moore2014-06-091-1/+2
| | | | | | | | | | | | | | Avoid a bounds error (which gave me adders in my testing, but it sure would be fun if you happened to have MONS_CEREBOV in that memory location). Also restore the restriction of yellow wasps to power level 1 and red wasps to power level 2.
* | Remove giant fireflies.Shmuale Mark2014-06-091-1/+1
| | | | | | | | | | | | | | | | | | Outside of vaults, they existed only from spriggan rider death, and as a fairly rare spawn in Swamp. Their stats were overall very similar to 'spider,' and their special ability was not too noticeable. Spriggan riders now ride vampire mosquitoes instead, as a more swampy substitute.
* | Frost card -> Hammer card.Shmuale Mark2014-06-081-9/+11
| | | | | | | | | | | | Though they both replicate other spells, Hammer is ceratinly simpler and doesn't have the targetter issues that a card that sometimes has is_beam == true and sometimes false has.
* | Flame card -> Cloud card.Shmuale Mark2014-06-081-6/+7
| | | | | | | | | | | | There isn't much linking it to fire specifically now and it makes a false symmetry with the Frost card, which does rather different things.
* | Remove the Genie cardreaverb2014-05-291-19/+3
| | | | | | | | | | | | | | It was bad for the same reason Experience and such were bad - it's a strategic card. Who wants to dig through decks just to get a particular effect? The effect is just 50% acquirement or 50% bad potion effects, so it isn't worth moving somewhere else.
* | Remove the unused deck_of_enchantments varaible (floatingatoll)reaverb2014-05-291-6/+0
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* | Allow a weapon swap when drawing the Illusion.Shayne Halvorson2014-05-281-7/+15
| | | | | | | | | | Now the player illusion won't be deck bashing if the deck was wielded and evoked.
* | Checkwhite & unbrance cleanupNicholas Feinberg2014-05-281-0/+2
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* New card: DegenerationShayne Halvorson2014-05-281-0/+28
| | | | It tries to polymorph monsters into weaker ones.
* Tweak Elixir card.Shayne Halvorson2014-05-281-1/+1
| | | | | | Add it to the deck of emergency and remove the deck of enchantments from the deck of war. Also change the status colours to green and blue to match the bars.
* Change Velocity card.Shayne Halvorson2014-05-281-9/+79
| | | | | It hastes the slow and slows the hasty, with higher power more likely to benefit the player.
* New card: the IllusionShayne Halvorson2014-05-281-0/+23
| | | | Summons an illusion of the player (like Mara's ability).
* Reduce Flight card to Shaft card.Shayne Halvorson2014-05-281-38/+9
| | | | | The other effects are all duplicated (by other cards, even!), while shafts have uses both on the player and on monsters.
* The Spark -> the StormShayne Halvorson2014-05-281-8/+33
| | | | Rain (shallow water), swiftness and a short lived tornado at high power.
* Replace Hammer card with Fortitude.Shayne Halvorson2014-05-281-15/+27
| | | | | It grants damage shaving along with a strength boost, as Battlelust is likely not to make it into Nemelex's decks.
* Rework the Flame card.Shayne Halvorson2014-05-281-7/+40
| | | | | It now creates flame clouds around (but not under) the player. With higher power it is more likely to place clouds under hostiles.
* Alter the decks Nemelex gifts.Shayne Halvorson2014-05-281-54/+12
| | | | | | | | Decks of war and decks of escape are now Nemelex' decks; decks of wonders contain the cards that Nemelex doesn't gift. Some cards have been move to fit this. Warp (blink) and Portal (teleport) cards are removed.
* Change peek at two.Shayne Halvorson2014-05-281-10/+42
| | | | | | | | Peek at two now reveals the top two cards (no shuffling of the deck); however, decks that have been peeked cannot be used with Nemelex abilities. Hopefully this should make it something that isn't used on every deck, while still being useful early on when you don't have other abilities.
* Change Nemelex piety gain to piety from exploration.Shayne Halvorson2014-05-281-13/+2
| | | | | Nemelex no longer accepts sacrifices or grants piety for using decks.
* Hauntify Tukima's Dance.Nicholas Feinberg2014-05-271-1/+1
| | | | | Make Tukima's Dance weapons (almost) only attack their original owner. Removes the last reason to do fiddly weapon-swapping.
* Change Tukima to be a targeted spellJeekaroose2014-05-271-1/+1
| | | | | | | | (Committer's note: The old Tukima's Dance was fiddly and not well-liked. Changing it into something hexier seemed like a popular & reasonable idea. I refactored the spell code & fixed a few small issues.)
* Replace spriggan rider mercenaries with base demonspawn (Roarke).Shmuale Mark2014-05-161-1/+1
| | | | | | | | | | Spriggan riders have nonobvious item use restrictions, and it's weird to end up with a giant firefly mercenary. The base demonspawn can't grow into anything yet since the effects/power of the nonbase types' on a friendly player would have to be examined. Also fix a bug where nagas actually grew into mages 100% of the time, rather than 50%.
* Formatting fixes (add braces).Neil Moore2014-05-121-0/+2
| | | | This fixes all the instances caught by unbrace.
* Remove the Shuffle cardChris Campbell2014-05-091-31/+2
| | | | | | | | It was an interesting effect unlike Experience/Sage etc, but unfortunately doesn't really work in a deck intended to contain mostly-tactical effects, and also wouldn't work in a deck like Oddities or Punishment (since in Wonders it's always a known possibility for willingly blind-drawing from that deck).
* Adjust wonders deck weightingChris Campbell2014-05-091-4/+4
| | | | | Make the deck slightly more common, make wild magic/focus/shuffle rarer, especially in legendary decks.
* Remove decks of dungeons and a number of now-unused cardsChris Campbell2014-05-091-257/+24
| | | | | | | Decks of dungeons were no longer gifted and only generated very rarely. Most of the cards in it (as well as some cards just removed from wonders) were either uninteresting or problematic for various reasons. The removed cards are Experience, Sage, Water, Glass, Trowel, Minefield.
* Add the Helix card to the deck of odditiesChris Campbell2014-05-091-0/+1
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* Adjust potion card effectsChris Campbell2014-05-091-10/+10
| | | | | | | Power 0: replace paralysis with decay and adjust weighting of curing/ agility/might/brilliance. Power 1: resistance/haste Power 2: magic/heal wounds
* Adjust the contents of decks of wondersChris Campbell2014-05-091-4/+5
| | | | | | Remove experience, helix, sage and trowel. Add dowsing, battlelust, helm and shadow cards, hopefully making wonders cards significantly less worth drawing outside of combat and more worth drawing in combat.
* Remove grizzly bears.Shmuale Mark2014-04-291-1/+1
| | | | | | They were almost identical to polar bears, which at least had the distinguishing (from black bears) to swim and be at home in an ice cave.
* Remove hammers (ChrisOelmueller).Shmuale Mark2014-04-111-1/+1
| | | | From Dance card.
* Remove vapour monstersgammafunk2014-04-091-3/+2
| | | | | | | | | | | | | | | | | Always confused, permanently invisible monsters that only know how to check your electricity resistance are not very fun to fight. For vaults, I've replaced many instances of vapours with wind drakes where the "air" is the theme, replaced a couple instances with lightning spires where the theme was electricity or with thorn hunters if the theme is merely swamp. Other instances have been outright removed. For the cloud mage wizlab, I've replaced vapours with wind drakes but have down-weighted them relative to air elementals and insubstantial wisps. For the foxfire card, I've moved vampire mosquitos into the position where vapours were, put insubstantial wisps as lower-power summons behind fireflies, since the latter got a buff some time ago, and added killer bees in between insubstantial wisps and fireflies to keep the number of summon types the same.
* Adjust some deck of Punishment cardsChris Campbell2014-03-261-4/+3
| | | | | | Make the Wraith card cause draining based on card power instead of reducing XL, remove the Portal card, make the Damnation card rarer, reduce the duration of the Swine card (for the power rescaling).