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* Backport r6743, 6750, 6753, 6771, 6772, 6790 to 0.4.j-p-e-g2008-08-071-0/+1
| | | | | | | | | | | | | | * Fix 2033984: Monsters being created with both a shield and a 2-hander. * FR 2026227: Make $ list current gold. * Fix assertion failure upon high-scoring death. * Fix 2037146: Make hill giants use MONUSE_STARTING_EQUIPMENT. * Fix 2036429: better spacing on ^ screen. * Replace "Level:" with "Place:" in the HUD. Also start on 0.4.4 change log. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/branches/stone_soup-0.4@6791 c06c8d41-db1a-0410-9941-cceddc491573
* [2032987] Fixing lack of mouse actions in tiles version. Removing unused ↵ennewalker2008-07-311-15/+10
| | | | | | KC_TILE macro context and moving tiles commands to KC_DEFAULT. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/branches/stone_soup-0.4@6738 c06c8d41-db1a-0410-9941-cceddc491573
* Fixing macro crashes for Tiles in 0.4 branch.ennewalker2008-07-271-3/+6
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/branches/stone_soup-0.4@6695 c06c8d41-db1a-0410-9941-cceddc491573
* Applying r6683 to 0.4.ennewalker2008-07-261-0/+3
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/branches/stone_soup-0.4@6684 c06c8d41-db1a-0410-9941-cceddc491573
* Merge r6587, keybindings. Fixes bug 2018200: macros not working with thezelgadis2008-07-261-7/+19
| | | | | | | old 0.3.4 keymap. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/branches/stone_soup-0.4@6682 c06c8d41-db1a-0410-9941-cceddc491573
* Disallow vampires from draining summoned creatures to be consistent withj-p-e-g2008-07-041-34/+35
| | | | | | | | | | | | | summoned creatures being incapable of bleeding on the floor. This makes things more difficult for Vampires; on the other hand there was a (more or less) recent change that lets them regain 1 hp *per turn* when draining corpses. We might also increase the duration of blood potions... Apart from that, various clean-ups. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6393 c06c8d41-db1a-0410-9941-cceddc491573
* Added allow_self_target option, with possible values yes, no, prompt.haranp2008-07-021-0/+7
| | | | | | | Added brief documentation (could be improved.) git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6339 c06c8d41-db1a-0410-9941-cceddc491573
* Enable Chaos Knights of Lugonu starting out in the Abyss.j-p-e-g2008-06-301-1/+1
| | | | | | | | | | | | | | | | | | | I've marked these characters with GDT_GAME_START, so that * the player starts out on an altar to Lugonu * there's an exit back to the Dungeon near-by * returning into the Dungeon always places them into the entry vault on level 1 * no abyssal runes are ever generated * item generation matches that of level 1 * monster spawn rates are that of the orb run to enforce a quick return into the Dungeon Once the player returns to the Dungeon (via an exit or with Lugonu's first power) char_direction is properly set to GDT_DESCENDING and from then on the game continues as if they had started in the Dungeon. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6245 c06c8d41-db1a-0410-9941-cceddc491573
* Add minor cleanups.dolorous2008-06-281-1/+0
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6191 c06c8d41-db1a-0410-9941-cceddc491573
* After some pointers from jpeg, rework the routine for monsters' leaving dolorous2008-06-281-4/+1
| | | | | | | | | the level to use the pathfinding routines for patrolling. The monsters still sometimes disappear when near the exit instead of on it, which needs to be fixed, but it's vastly closer to working properly. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6186 c06c8d41-db1a-0410-9941-cceddc491573
* Add a new command for firing without quivering on 'F'.j-p-e-g2008-06-271-1/+1
| | | | | | | Use puff of fire/ice tiles for ammo of flame/ice being fired. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6169 c06c8d41-db1a-0410-9941-cceddc491573
* Use "!Q" inscription to force a prompt before quivering an item instead ofzelgadis2008-06-271-2/+3
| | | | | | | | | | "!f". Update docs on addition of "!Q", on "!z" changing to "!Z" and "!E" changing to "!v", and on "=f" preventing an item from being auto-quivered. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6163 c06c8d41-db1a-0410-9941-cceddc491573
* Fix another two instances of monster placement returning false j-p-e-g2008-06-261-0/+4
| | | | | | | instead of -1. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6155 c06c8d41-db1a-0410-9941-cceddc491573
* Misc. minor cleanups. (Yes, a huge amount of them but still...)j-p-e-g2008-06-261-8/+0
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6146 c06c8d41-db1a-0410-9941-cceddc491573
* Apply a patch by Rob Grant (spoondrift) that enables all combinations ofj-p-e-g2008-06-251-0/+8
| | | | | | | | | | | | species/class except those that are outright impossible (because of god restrictions). When choosing a character, you can pick any random character or one of the recommended combinations. This does not take (un)restricted choices for weapons/books/gods into account. Apart from that, it's pretty good, though we might want to (un)restrict some combinations. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6142 c06c8d41-db1a-0410-9941-cceddc491573
* Apply patch 1952761 by jarpian (wasp): targetting with the monster list.j-p-e-g2008-06-241-0/+12
| | | | | | | | | | | | | | I've updated the patch to the current mlist code, but there are still a couple of bugs that will need to be ironed out. For example, monsters are picked by comparing their attitude and type, which is not sufficient in the case of (non-collapsed) zombies, as well as mimics or ghosts. Also if the number of monsters in the visible list is greater than its rows (because some appear in the same row) then monsters outside of the visible list can be targetted. I guess this is an unintended feature. :) I'm certain there'll be more bugs, though. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6129 c06c8d41-db1a-0410-9941-cceddc491573
* Move around some commands.j-p-e-g2008-06-241-0/+1
| | | | | | | | | | | Ctrl-Q (Tiles settings) -> Ctrl-V (was version, now ?V) Q (quit) -> Ctrl-Q ... which frees Q for a new command "set quiver", not yet implemented. I've updated some docs but may have overlooked something. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6110 c06c8d41-db1a-0410-9941-cceddc491573
* Add a first attempt at using pathfinding for monsters leaving the level, dolorous2008-06-221-6/+6
| | | | | | | mostly lifted from BEH_SEEK. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6036 c06c8d41-db1a-0410-9941-cceddc491573
* Smooth out the routines to find all the level exits.dolorous2008-06-201-2/+3
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6002 c06c8d41-db1a-0410-9941-cceddc491573
* Reenable level-leaving monsters' using shaft traps again, properly this dolorous2008-06-181-1/+2
| | | | | | | | time, and clean up a few related bits. Note that such monsters don't properly disappear yet after falling through shafts. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5946 c06c8d41-db1a-0410-9941-cceddc491573
* More progress on making pacified monsters leave the level. They'll now dolorous2008-06-181-1/+2
| | | | | | | | | | | | | | | | | | | | | | find the nearest exit, and disappear once they reach it. There's a new travel target, MTRAV_EXIT. Notes: This is currently very simplistic. The monsters still don't use pathfinding, so if they're blocked, they'll just stand there again. With shaft traps, the monsters shouldn't try to go directly to the target, since they can't disappear at the same time they fall through to another level. With teleport traps, they should only go to them when all paths to exits are blocked, and they shouldn't disappear when they hit them. There may also be issues if a monster hits one and reappears nearby, since it won't be far enough outside the player's LOS to disappear. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5935 c06c8d41-db1a-0410-9941-cceddc491573
* Add an unfinished attempt at making pacified monsters leave the level. dolorous2008-06-171-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | BEH_LEAVE replaces BEH_INVESTIGATE, which wasn't being used. Notes: Since leaving the level is similar to fleeing in some ways, monsters leaving the level share some behaviors with fleeing monsters: they are less likely to shoot; they are more likely to use scrolls of blinking or teleportation; and leaving eyeballs won't paralyze you or drain your MP. Leaving the level is also similar to lurking in some ways, so it won't be interrupted by noticing something, just as with lurking. Getting far enough away from a monster will make it leave the level (i.e., die with KILL_DISMISSED and MF_HARD_RESET, so it takes its stuff with it), as will getting it into a grid it can submerge in, at which time it will submerge and leave the level. Neither of these apply to monsters that can't move, of course, except for mimics, since they can teleport. Incomplete things (sorry for the mess): I still haven't figured out how to make a monster target a dungeon feature (in this case, the nearest level exit, the nearest teleportation or shaft trap, or the nearest submersible grid), so, currently, a pacified monster will just go to where its last target was and stand there until/unless one of the aforementioned level exit scenarios occurs. Pacified monsters can still cast summoning spells. Whatever they summon is neutral, just as they are, but such summons can still get in the way. (Try pacifying an orc high priest, for example.) Maybe summoning should be disabled or have its chance lowered for neutral monsters in general, unless something's in their way? Speaking of targeting, the leaving-by-submerging scenario should occur only if there's no other way to reach the target: all ways off the level are blocked, the monster's habitat is water and it's not amphibious, the monster's habitat is lava, or (possibly) the monster's habitat is rock. There should be a message if the monster leaves the level, but what about the ones that do so out of the player's LOS? git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5924 c06c8d41-db1a-0410-9941-cceddc491573
* Fix 1948131: Quiver slot name wraps around the screen.j-p-e-g2008-06-151-5/+5
| | | | | | | | Also fixes tile issues where the inventory was partly covered or not shown at all. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5844 c06c8d41-db1a-0410-9941-cceddc491573
* Added several new tutorial triggers including information on being caughtj-p-e-g2008-06-131-21/+29
| | | | | | | | | | | | | | | | | | | | | in a net, specific skills, magic resistance, and which stat to choose. In a given game you'll only ever see a small fraction of all tutorial events (we're at 71 now, and some of them are exclusive). In fact, a lot of the information is so generally useful (esp. on gods, skills and items) that I'm seriously considering opening up the general information (How do I use item x? What does Spellcasting do?) to a wider selection of characters. I don't think we'll want to explain the intricacies of Mummies, Ghouls, or Vampires, but a lot of this stuff even applies to them... (If we overhaul the tutorial, it's certainly not a 0.4 target, though.) Resetting the tutorial version to 8 as we somehow switched from digital version to binary and back to digital. It will take some time until we actually reach 110, and by then, I am sure the base files won't be save compatible anymore. :) git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5777 c06c8d41-db1a-0410-9941-cceddc491573
* Implement the Petrify spell in a rather basic variant, and replace the j-p-e-g2008-06-121-10/+16
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | player spell "Paralyse" with it, i.e. not the wand/potion/misc. effects. Petrify is a 4th level spell of the Enchantment/Transmigrations school (a unique combination, I believe), all other values (incl. the level) were shamelessly stolen from Paralysis. Anyway, it consists of two elements (so I actually added TWO new enchantments), Petrifying and Petrified. A monster that is petrifying cannot move around but can perform actions like hitting adjacent monsters or casting spells at a slowed rate (1.5 of the normal cost). Once this sub-enchantment runs out (happens faster) the monster cannot move or act anymore, so it works like Paralysis. The damage you do during stabbing is one third of what you'd do otherwise, for both states of enchantment, and for both stabbing counts as unchivalric behaviour. It has not been implemented as a monster spell, and ghosts of characters that had it will use Paralyse instead. Consequently, the effect on the player (in self targetting) only handles the Petrified part. Numbers, esp. enchantment timeout, will need tweaking. They're currently Petrifying: cturn = 50 / _mod_speed(10, mons->speed); Petrified: cturn = std::max(8, 150 / (1 + modded_speed(mons, 5))) because I wanted the first to always run out faster than the second, but at the same time make the ratio of Petrifying/Petrified tilt in favour of the first for powerful monsters. The numbers are more or less made up, and tested with different monsters in wizard mode. Still, could be anything between too weak and overpowered, though the latter is more likely. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5761 c06c8d41-db1a-0410-9941-cceddc491573
* Clean up handling of killing mutators or rotters (i.e., chaotic beings), dolorous2008-06-121-1/+1
| | | | | | | | and make them become enraged by your lawful aura if you start worshipping Zin. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5750 c06c8d41-db1a-0410-9941-cceddc491573
* Overhaul god gift handling again so that we can tell which god sent dolorous2008-06-121-15/+14
| | | | | | | | | | | which gift. There was an unused god parameter in the monsters struct, which was probably intended to hold which god a monster worshipped. I've used it as an indicator of which god sent the monster, under the assumption that gods would send their own worshippers as gifts. (I hope this isn't an abuse of it.) git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5748 c06c8d41-db1a-0410-9941-cceddc491573
* Move pickup_butcher_tool.txt into (the recently freed) pickup.lua, j-p-e-g2008-06-101-0/+8
| | | | | | | re-enable it (whoops) and clean up its code. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5698 c06c8d41-db1a-0410-9941-cceddc491573
* Clean up "Death Channel" some more.dolorous2008-06-081-0/+1
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5603 c06c8d41-db1a-0410-9941-cceddc491573
* Rename ABIL_SUMMON_DEMONS to ABIL_SUMMON_DEMON, for consistency.dolorous2008-06-071-1/+1
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5559 c06c8d41-db1a-0410-9941-cceddc491573
* Rename SPELL_SUMMON_LARGE_MAMMAL to SPELL_CALL_CANINE_FAMILIAR, to match dolorous2008-06-071-1/+1
| | | | | | | the name used for it elsewhere. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5524 c06c8d41-db1a-0410-9941-cceddc491573
* Rename the "Guardian" spell to "Summon Guardian", as it's more dolorous2008-06-061-1/+1
| | | | | | | descriptive. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5510 c06c8d41-db1a-0410-9941-cceddc491573
* Allow creation of non-friendly god gifts. The BEH_GOD_GIFT behavior has dolorous2008-06-061-3/+3
| | | | | | | been removed, and the MF_GOD_GIFT flag is set directly instead. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5503 c06c8d41-db1a-0410-9941-cceddc491573
* Add a line on good gods disapproving of certain items to theirj-p-e-g2008-06-061-6/+6
| | | | | | | | | | | | | | | | | | | | | | | | description (evil_item). Same for evil_eating. In another step on the way to monster pathfinding, take the shortest path and extract a vector of waypoints out of it. When experimenting with ways to do this I noticed that grid_see_grid is not symmetrical (A may see B but not vice versa); I'm not sure what effects that could have. It won't directly affect the player as the checks for monster sees player and player sees monster both use the player LoS, but it could have an effect on friendly monsters fighting enemy ones, I guess. Also, I don't think num_feats_between needs the shortest beam available (called with false now). In fact, that seemed to hurt visibility a bit, probably because of attempting to take vision obstructing shortcuts. If this reasoning is wrong, please speak up and/or correct it. (I sure hope not because the shortest beam calculation has some more overhead that can be avoided this way.) git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5501 c06c8d41-db1a-0410-9941-cceddc491573
* Added trapdoor spider (not yet randomly generated). If a trapdoorzelgadis2008-06-041-1/+3
| | | | | | | | | | spider can't see any enemies and is on a floor square it will "submurge" into the floor and only come out if an enemy moves right next to it or if something attacks it from a distance. Most of this is done with the new monster behavour BEH_LURK. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5477 c06c8d41-db1a-0410-9941-cceddc491573
* Implement pathfinding for monsters, using the A* algorithm.j-p-e-g2008-06-041-0/+1
| | | | | | | | | | | | | | | | It's not actually used anywhere yet, but I've implemented a wizmode testing function (x on monster, then 'w') that calculates the shortest path to any playerchosen destination on the level, and it seems to work quite well. The monsters tend to take zigzag paths but that should be easy enough to smooth out and in any case doesn't matter all that much since the player usually won't witness this. Oh, and though I tested the whole thing in a labyrinth, it went ridiculously fast! I'd rather doubted that but Darshan was completely right, as usually. :p Please don't remove the debugging output yet, I still need them. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5476 c06c8d41-db1a-0410-9941-cceddc491573
* Fix zombies of wrong habitat on land. It turns out that all thosej-p-e-g2008-06-041-0/+1
| | | | | | | | | | | | | | | careful checks for habitat were ignored (default is HT_LAND) because the base type for undead wasn't chosen until after the position. I now added another habitat check during the base type selection loop and now everything works. :) Add a warning inscription !D that ignores such items during actions like sacrificing items, destroying weapons (Ely), burning books (Trog) or casting sticks to snakes. The failure messages are very clumsy now, but they do get the point across, I hope. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5472 c06c8d41-db1a-0410-9941-cceddc491573
* Bug/FR 1947001: For damaging cards add "You draw card xy" to the prompt,j-p-e-g2008-06-031-0/+1
| | | | | | | | | | | | | | so you can reread it while targetting, and add a targetting subcommand "show prompt" that'll do just that. (Though you can already do that by looking at the help.) Fix plain coloured items highlighted in grey in prompts, and add two new colouring prefixes: evil_item (/draining, necromancy books, etc.) and evil_eating (cannibalism, intelligent being) that only apply for the good gods. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5455 c06c8d41-db1a-0410-9941-cceddc491573
* Add still more comment fixes.dolorous2008-06-021-2/+2
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5424 c06c8d41-db1a-0410-9941-cceddc491573
* Add new wizard targeting command 'm', to move monsters around (or tozelgadis2008-06-021-0/+1
| | | | | | | | | | move the player like wizard blink if there's no monster at the chosen square). Two monsters can be made to swap positions, and unseen monsters/squares can be targeted. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5423 c06c8d41-db1a-0410-9941-cceddc491573
* Spelling fixes.dolorous2008-06-011-1/+1
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5409 c06c8d41-db1a-0410-9941-cceddc491573
* [1968164] Fixing issue where monster can be generated inside of a rock wall. ↵ennewalker2008-05-311-0/+1
| | | | | | | | The special rooms don't check for DNGN_BUILDER_SPECIAL_WALL when placing monsters and so they may get placed on spots that will turn into walls later. I could have fixed this by adjusting the dungeon_feature_type enumeration to place special walls earlier, but I'm a little scared of mucking with it. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5371 c06c8d41-db1a-0410-9941-cceddc491573
* If butchering with a swapped weapon is interrupted, then switch backzelgadis2008-05-311-0/+1
| | | | | | | | | | | | to the non-butchering weapon as soon as the player is safe again. Enabled by setting option "swap_when_safe" to true. Also, fixed a bug where "not switching back" message wasn't always being given when butchering was interrupted. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5354 c06c8d41-db1a-0410-9941-cceddc491573
* Just for kicks, reuse monster property mname to name zombies/skeletonsj-p-e-g2008-05-301-1/+2
| | | | | | | | | | | | raised from unique monster's corpses. The unique number is stored in orig_monnum, so this doesn't apply to orcish followers. I thought it would be cool to have Sigmund the human zombie in your ranks, or to fight againt Blork the orc skeleton. The corpses are currently not differentiated (just "human corpse", "orc skeleton"), just the resulting undead. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5343 c06c8d41-db1a-0410-9941-cceddc491573
* Autoprayer is gone.zelgadis2008-05-301-1/+0
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5341 c06c8d41-db1a-0410-9941-cceddc491573
* Added a "your god is growing displeased" tutorial event, so that turorialzelgadis2008-05-301-13/+14
| | | | | | | | | players will get a warning about piety growing low before they get excommunicated. Breaks tutorial compatibility, but otherwise maintains savefile compatibilty. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5338 c06c8d41-db1a-0410-9941-cceddc491573
* Twelve new tutorial events, plus examining a square with a cloud orzelgadis2008-05-291-13/+25
| | | | | | | | | | | | | | | | | | | a monster submerged in shallow water will give extra info during turorial mode. Might be giving too many spoilers, especially the tips on surviving in the Abyss and saying exactly what each god likes and dislikes when covnerting. There's a bug in non-tiles build where the tutorial note on branch entrances shows the '>' symbol as light-grey instead of yellow; don't know what's causing that. Also, made player::backlit() used _get_contamination_level() to stay in sync with the rest of the code. Breaks savefile compatibilty. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5320 c06c8d41-db1a-0410-9941-cceddc491573
* Modify skill titles j-p-e-g2008-05-261-1/+6
| | | | | | | | | | | | | | | | | | | * Replace the "Foo" in Foo Blade, Foo Porcupine, Foo Catapult, Foo Arbalest, Foo Ballista, and Foo Barricade with the capitalized genus (Elf, Orc, Draconian, ...) * Merry Foo, Foo of Death, Placeless Foo and Shapeless Foo still use the species name, though that's debatable, of course. * Marksfoo uses the lowercase genus name, in particular "ogre" for Ogre and Ogre-Mage, both. * Add "Plane Glider" as "Plane Foo" variant for Kenku. Clean up the skill title array a bit. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5262 c06c8d41-db1a-0410-9941-cceddc491573
* Fix 1914059: randart jewellery inconsistently described as {tried} byj-p-e-g2008-05-251-1/+0
| | | | | | | | | | adding yet another entry to props. FR 1949504: Move version information into the help scroller, yay! It also looks much nicer now (if I may say so). Go, take a look! :) git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5234 c06c8d41-db1a-0410-9941-cceddc491573
* Change SP_GOLDEN_DRACONIAN to SP_YELLOW_DRACONIAN, for consistency.dolorous2008-05-241-1/+1
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5215 c06c8d41-db1a-0410-9941-cceddc491573