| Commit message (Collapse) | Author | Age | Files | Lines |
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When worn, all non-poison damage will drain mana instead, hurting hp
only after mana is depleted.
The cap brand is intended only for a fixedart, but per dpeg's request,
it will be generated on ordinary caps for now, as a test.
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times.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10676 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10453 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10411 c06c8d41-db1a-0410-9941-cceddc491573
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including a fix for [2822291]. (For the record, there still seem to be
some inconsistencies with how many levels some resistances have; do acid
resistance and clarity have 3 levels or 1?)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10229 c06c8d41-db1a-0410-9941-cceddc491573
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ensure that the gloves are removed exactly when they should be.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10224 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10205 c06c8d41-db1a-0410-9941-cceddc491573
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that stupid monsters will continue to ignore them as long as they've
never been opened.
Shifts wall and door types of existing save files.
Also apply patch by one the "nobodies" to make bloody tiles show up again.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10167 c06c8d41-db1a-0410-9941-cceddc491573
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specifically code for equipping, unequpping, an equipped unrandart doing
something every time world_reacts() is called (special wield effects),
melee hit effects, and evoking. Left hardcoded outside of art-func.h:
* Sword of Cerebov temproarily downgrading the defender's fire
resistance.
* Staff of Olgreb boosting poison spells, as if it were a staff
of poison.
* Vampire's Tooth always getting maximal vampiric drain.
* Mace of Variablity's initial pluses being chosen at creation time.
* Since what used to be special wield effects is now handled very
differently, noisy weapons and the lantern of shadows effects
are handled with player attributes rather than SPWLD_NOISES and
SPWLD_SHADOW.
* Unrandarts can now have an elemental colour for their colour
(currently only used for the Mace of Variability).
* Unrandarts' value modification, being special, and being
evil are now handled in art-data.txt rather than being hardcoded.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10055 c06c8d41-db1a-0410-9941-cceddc491573
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(further changes will be much smaller). Breaks savefile compatibility,
and bumps the major savefile version up to 6.
Some changes made to some tiles files, but it hasn't been tested with a tiles
build.
Overview of changes:
* Unrand artefacts are now defined in art-data.txt and is turned into
C code via util/art-data.pl. This has the dual advantage of being
more readable by humans, and that if the unrand data structure
changes then you can just change util/art-data.pl and regenerate
the C code rather than having to change some 70 different C structs
by hand.
* util/art-data.pl automatically updates NO_UNRANDARTS, and also
automatically generates an enumeration of all the unrands which are
equal to their item.special field.
* randart.cc and randart.h have been renamed to artefact.cc and artefact.h,
since the files covers all types of artefacts, and the differences
between randarts, unrandarts and (former) fixed arts have been
minimized since the terms were introduced. Also renamed unrand.h to
art-data.h
* The brands and resistances of former fixed arts are now handled via
artefact properties, but the rest of their special behaviours are still
hardcoded.
* Unrandarts are now distinguished between normal and "special",
with the special ones currently just being identical to the list of
the formed fixed arts. Special unrandarts are randomly generated less
often than normal unrandarts, can be generated in the Abyss if they've
been lost, can't be picked up by monsters, and can't be affected by
Tukima's Dance.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10035 c06c8d41-db1a-0410-9941-cceddc491573
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Also apply my two previous commits to trunk.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9995 c06c8d41-db1a-0410-9941-cceddc491573
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have already become almost identical to randarts, change "randart" to
"artefact" everywhere except for things that deal exclusively with
randarts.
Artefact related files will be renamed later.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9921 c06c8d41-db1a-0410-9941-cceddc491573
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* Auto-explore hint (200 turns after level map hint).
* Explanation of the "Your equipment suddenly weighs less" message.
* Explanations of trap and heap branding (non-tile builds only).
* A note that monsters that have moved out of LOS haven't just vanished.
* Events for gaining an ability from a mutation and gaining one from
an item which was just equipped, separate from the event for the first
divinely granted ability.
* An explanation that shouting monsters have just noticed you, plus that
their shout is likely to attract the attention of other monsters.
* A "seen portal vault entrance" event, since the entry to the sewers can
appear on DL 3 through 6, and there's also a very small chance of a
Zigguart entrance apearing as early as DL 3.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9823 c06c8d41-db1a-0410-9941-cceddc491573
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* Allow </> as synonyms for left/right hand in swap_rings().
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9791 c06c8d41-db1a-0410-9941-cceddc491573
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Apparently, monsters can be directly placed at the edge of los, after all.
* Change Ctrl-X -> Ctrl-S, V -> Ctrl-X, not documented yet.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9696 c06c8d41-db1a-0410-9941-cceddc491573
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(autopickup off), -1 (autopickup turned off automatically). Only in the
latter case does killing an invisible monster turn autopickup (back) on.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9691 c06c8d41-db1a-0410-9941-cceddc491573
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* Add another option (*sigh*) covering whether W=T and P=R. (Defaults to
false.)
* Various spacing and comment fixes.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9675 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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* Don't autopickup chunks if starving.
(Yes, I died because of that. Xom was very much amused...)
* Some spacing fixes.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9668 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9662 c06c8d41-db1a-0410-9941-cceddc491573
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lords, using mons_class_resists (currently only poison) instead of
mons_resists().
* Add option note_xom_effects (defaults to true) that causes note-taking
for all Xom effects, hopefully spoiler free.
* Autoinscribe hides from unique monsters' corpses with the monster name,
as suggested on rgrm. Currently only applies to Snorg and Tiamat.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9652 c06c8d41-db1a-0410-9941-cceddc491573
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zombies) in their descriptions.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9643 c06c8d41-db1a-0410-9941-cceddc491573
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* Experimentally make tension increase the odds for good effects.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9600 c06c8d41-db1a-0410-9941-cceddc491573
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* update stash tracker after Xom's teleportation journey.
* A few tweaks to Xom debug noting.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9599 c06c8d41-db1a-0410-9941-cceddc491573
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NOTE_DEBUG_XOM might be a tiny bit technical or spoily, but at the same
time I like the results and think this flag could actually be turned into
an option to autonote all Xom effects, so I've left it on in this commit,
in case someone else is playtesting Xom.
* Fix a monster polymorphing into an (invisible) unseen horror naming it.
* Reactivate autopickup if you kill an invisible monster or see an
invisible monster become visible.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9598 c06c8d41-db1a-0410-9941-cceddc491573
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* Rename KeymapContext KC_* -> KMC_* to avoid overlap with
kill_category KC_*.
* Increase odds for chaos brands mimicking brands that hurt the defender.
* Tweak chaos_affects_attacker().
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9595 c06c8d41-db1a-0410-9941-cceddc491573
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Also, when transforming voluntarily (i.e. not via Xom or by drawing a
card) you get prompted for the loss of safe-inscribed equipment. If you
opt out, it costs neither turn nor mana.
There's an edge case when you change from one transformation to another
one: if that fails for whatever reason you lose the turn (due to
untransforming) and the spell fizzles (including mana loss).
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9588 c06c8d41-db1a-0410-9941-cceddc491573
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* tweak values for tension and amusement
* Xom only laughs about "funny" deaths
* gift_timeout rerolling after a bad act depends on its severity
* replace the blink effect with position swapping
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9561 c06c8d41-db1a-0410-9941-cceddc491573
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* Fix Xom being amused about rotten corpses being butchered. (As opposed
to clean corpses becoming rotten while butchered, which is how it was
originally intended.)
* Xom no longer is amused if you deliberately hit yourself with a
missile/wand/spell in safe surroundings. (Identifying wands that way
or zapping /random effects is still considered amusing.)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9519 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9518 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9517 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9504 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9500 c06c8d41-db1a-0410-9941-cceddc491573
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Beogh. This will cause a small piety hit, but no penance, for
butchering orc corpses, or for using non-area necromantic spells on
orcish remains which can (a) destroy them without creating zombified
orcs, or (b) turn them non-orcish (Fulsome Distillation, Sublimation of
Blood, Bone Shards, and Twisted Resurrection).
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9498 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9488 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9482 c06c8d41-db1a-0410-9941-cceddc491573
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* Indent shopping commands correctly.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9455 c06c8d41-db1a-0410-9941-cceddc491573
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* Use monsters' 'x' descriptions as inf.title when hovering your mouse
over monster tiles.
* A bit of code cleanup.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9385 c06c8d41-db1a-0410-9941-cceddc491573
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Fix Passwall instadeaths not working for deep dwarves.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9344 c06c8d41-db1a-0410-9941-cceddc491573
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Add a new mutation, MUT_SLOW_HEALING, which at level 3 blocks all healing;
it can't be acquired randomly, but deep dwarves start with it at level 3.
This overrides regeneration, including the god-given kind (Trog's Hand.)
Fix mutation listings (hopefully I got this right.)
There are still some cases where DD HP shaving is not applied:
ability HP costs, Staff of Dispater effect, vampiric draining backlash,
Sublimation of Blood spell.
Fix dancing weapons leaving mgrd incorrect if their weapon can't be
generated.
Breaks saves.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9173 c06c8d41-db1a-0410-9941-cceddc491573
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of monster_at().
The hope is to eventually remove mgrd completely (in favour of scanning
through the monster list, or a different datastructure which gets updated
automatically when monsters move), and thus fix all the mgrd-out-of-sync
bugs in one fell swoop.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9056 c06c8d41-db1a-0410-9941-cceddc491573
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uses the width of the screen anyway. Have print_formatted_paragraph() respect
delay_message_clear. Fixes [2492045].
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8894 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8855 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8854 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8853 c06c8d41-db1a-0410-9941-cceddc491573
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multiple delays queued (e.g., when butchering several items.)
However, this fix means that Lua can't suppress the "HP restored"
message on the relevant interrupt. If this is a problem it should
be changed.
Fixes [2494104].
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8749 c06c8d41-db1a-0410-9941-cceddc491573
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gives a "comes into view" message, not immediately after it shouts.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8705 c06c8d41-db1a-0410-9941-cceddc491573
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message "The monster surfaces briefly" instead of "The monster surfaces", so
the player will have some idea as to why the monster isn't in view.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8647 c06c8d41-db1a-0410-9941-cceddc491573
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it for holy word in order to generalize it. This way, monsters as well
as players may be able to use it in the future.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8598 c06c8d41-db1a-0410-9941-cceddc491573
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