| Commit message (Collapse) | Author | Age | Files | Lines |
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Allow iteration with +-, and auto-abort if there are no
valid targets in LOS.
It'd be nice if this still included the "valid target"
highlight that the last version had...
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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
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It can only be used once per monster, and only on named followers.
This should hopefully replicate some of the fun of equipping your
friends while not having micromanagement or the problems with letting
them pick up whatever off the ground.
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There's just enough room here right now to show all of the bribable
branches in a game where you have both Snake and Shoals. Hooray.
Lair branches only turn up in the display if you know they exist. An
alternative is to always display them, or display them only if you don't
know they don't exist if they don't.
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The split here is a bit messy, and it's a good thing the ability does
not have a fail chance as there are still abort conditions after the
fail check right now. Oh well.
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Whoops.
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Each monster is affected by exactly one book currently. This commit
changes it so each monster is individually affect by that one book.
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This commit has the following effects, which are sufficiently interconnected
that separating this into multiple commits seemed hard:
* Don't allow players to invoke potion petition unless they have enough gold
for the guaranteed porridge/blood potion.
* Don't allow players to invoke call merchant unless they have enough gold
to pay for any shop that might be offered.
* Tweak the formula for shop prices; now it really doesn't depend on the
shop type at all, and the maximum price will always be a nice round number.
* Display gold requirements in the ability screen. These numbers are slightly
misleading because the actual gold cost for potion petition or call merchant
will be a bit different from the displayed cost, but these numbers give the
player a way to tell whether an ability can be used without committing to
using it.
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Includes properly splitting the usability checks out of the function
itself.
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Effectively a wide-area Upheaval.
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Causes clouds arounds you to coalesce into elementals, with friendliness
depending on the source of the cloud.
Thanks to dpeg for suggesting this be an active ability.
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Smite-targeted attack; blasts a small area with magma, ice, wind, or
rubble. Magma can temporarily create lava; ice flash-freezes enemies;
wind creates storm clouds; rubble can destroy walls.
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When you spot monsters, Gozag can incite them against you, granting them
one of a handful of beneficial effects.
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Spend 3000 gold for a chance of temporarily turning some of the
inhabitants of a branch good neutral, or possibly even friendly. Bribes
are only effective against newly generated monsters (i.e. on level
creation or monsters that spawn afterwards); the fund times out over
time and more quickly with the number of enemies affected, upon which
neutral enemies turn hostile again; friendly followers will continue to
follow the player subject to occasional follow-up payments.
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Pay half the value of items in one of three randomly generated shops to
generate that shop on a level that can generate shops that you haven't
visited yet. This shop appears on the Overview screen with a darkened
level name so you know exactly where it appeared, and is announced (and
its location marked) when you arrive on the level so long as you are
still following Gozag at the time.
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Buy a set of potion effects from one of four random lists.
The set of pairs and triples could use some improvement.
Also adjusts ability selection so that Gozag's abilities are all always
available and shown on the ^ screen.
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Fixed: Fedhas' Reproduction (as in the Mantis issue) and Evolution.
Not fixed: Fedhas' Growth and anything that needs a target (Makhleb
destructions, breath weapons); that will require more thought.
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If there aren't any corpses in LOS, Kiku will always send corpses to
reanimate (thus active wrath always does *something*); the chance of
getting tormented or getting a miscast effect goes up with XL.
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This hijacks the Dith shadow mimic code to fling monster conjurations at
the player, scaling with XL.
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At least three devs are probably waiting for this to be pushed if
they're not about to push it themselves. So now it's done.
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For beams, you get Shadow Bolt; for non-beams, you get Shadow Shard.
There are a couple of weird cases with this that should go away with the
next commit.
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At a 10% chance at 4* piety up to 50% at 200 piety, you get an extra
"shadow action" on melee, ranged attacks, or spells, where a shadow of
your species and HD equal to your XL attacks with a +0 plain version of
the relevant weapon or casts the relevant targeted spell.
Having the full-powered version of the spell get cast here probably
should be toned down somehow; it's significantly better than the other
possible mimicked actions.
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Within a piety-dependent range (3 at 2* up to LOS at 6*), you can move
into the shadow of a nearby creature assuming it has a shadow (i.e. not
invisible and one other condition) and that it's sufficiently still for
you to target it - i.e. the target is immobile in one form or another.
This is basically a jump attack without the attack and additional
conditions, and apes a lot of the code thereof.
Cost is currently 4 MP and 4 piety (piety cost is the same as Finesse,
Imprison, and Rain amongst other abilities).
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Trog's hand was using DUR_REGENERAITON, and setting
ATTR_DIVINE_REGENERATION to true to specify it was the god ability and
not the spell.
This was silly, so this commit gives trog's hand its own duration:
DUR_TROGS_HAND.
This also fixes a very minor bug: previously if you had trog's hand
active and you tried to cast regen, you got penance but the spell was
immediately canceled. Other duration spells were not canceled.
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This also fixes a bunch of "act through glass" or "doesn't obey nightstalker/
lantern of shadows" bugs.
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It triggers three times over 30 aut, just as the current implementation
does, only the player can otherwise act during that time.
Reading a scroll or casting a spell interrupts the recitation - you
can't pronounce two things at once, after all.
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You also get to pacify one orc band per game: the band you surrender to will
let you live. Obviously, abandoning and reconversion doesn't work (even if
you're still allowed to repent).
Unlike HOPr only, this allow to play more interesting combos with Beogh.
Converting when you (maybe!) get that Orc:4 altar is way too late to get
much use of Beogh.
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As a reminder for those of you that don't remember b4b189b, this merges
handling for player and monster casting of Drain Life, Ozocubu's
Refrigeration, and Olgreb's Toxic Radiance so as to prune a lot of
duplicate handling between the three spells/abilities; it was reverted
because the previous version of this cleanup exhibited problems when
several of the same type of monster were in sight (#6566).
The new version of the code splits player-as-target and
monster-as-target code into their own functions (another concern raised
with the original version of this code).
Probably this can be cleaned up more, but it's better than either the
original version or the first version of the pruned code!
This reverts commit bd9d7a8fecc46bef40d884854d0cc567ce64d912.
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The new version of the code isn't particularly well written (though,
apparently, better off than the code it replaces), exhibits problematic
behaviour (#6566), and the original motivation for doing so (having
monsters cast OTR) isn't as pressing due to the lack of monster designs
that use it (there's still the rod of venom, but that can wait for someone
to give this issue the attention it deserves).
Fixes #6566.
This reverts commit b4b189bfd0645a11f2c25c6fb702732516f5bb33.
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This commit merges the handling for Drain Life, Ozocubu's Refrigeration,
and Olgreb's Toxic Radiance, which shared a lot of duplicate code, into
one code path. This includes the player and monster implementations of
these spells.
Yes, this means monsters can now cast OTR (watch out for rods of
venom!); the tweaks to allow ghosts to do this are in place as well.
This changes the signature of the dlua function spells.toxic_radiance;
as far as I am aware this function is not currently used anywhere. (Now,
who wants to start work on Olgreb's Toxic Radiator?)
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For most header files, this only saves on having to recompile a
small number of source files, but there are also a few headers
where small changes would now take significantly less time.
This is most obvious for the Tiles build for which the dependencies
have been greatly reduced, so that the only additional includes
when compared to console are strictly library or tile related.
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Could do with better messages than just the prayer messages, possibly.
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I had to rename distance() (in coord.h) to distance2() because it conflicts
with the STL function to compare 2 iterators. Not a bad change given how it
returns the square of the distance anyway.
I also had to rename the message global variable (in message.cc) to buffer.
I tried to fix and improve the coding style has much as I could, but I
probably missed a few given how huge and tedious it is.
I also didn't touch crawl-gdb.py, and the stuff in prebuilt, rltiles/tool
and util/levcomp.*, because I have no clue about those.
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This works like the spell tab, but with intrinsic/evocable abilities,
invocations, and ZotDef abilities.
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It was strange that the light would magically follow everyone who was in the
initial spot for a duration -- with five independent spotlights no less.
Sunlight now creates a stationary halo instead.
Evaporating water is no longer instant, but the area potentially evaporated
is bigger, to compensate. The old cross-shaped area is guaranteed, the rest
of haloed stuff (ie, corners of the 3x3 space) have a 50% chance.
Also, the 1/100 chance to spawn a plant per evaporated square of shallow
water is no more, it was too obscure.
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It's essentially just a very low duration step from time, with the
result that monsters will approach the player, possibly bringing them
into range for Bend Time and allowing the player to spend less turns
being pelted by missiles. Probably needs lots of testing and tweaking!
Additional changes: Bend Time moved to the 1* piety level, bonus
resistances removed (now Chei worshippers can wear randarts there's
not as much justification for them).
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Vitalise now simultaneously cures and restores all statuses that it could
affect, rather than removing 1 bad status at a time.
While Vitalise is active, the player is protected from the bad statuses
that Vitalise could cure. In many cases this replaces Zin's previous passive
protection against a status.
Vitalise now grants food rather than costing food, replacing Zin's
prayer for sustenance when starving. The amount of food granted
is small and only takes effect if the player is not already full.
The stat boost from Vitalise can no longer be stacked and scales
by the player's Invocations skill. The previous possible maximum
of +9 to all stats is attainable with 27 Invocations.
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This deals with problems with races with few or no slots that can be
ponderified, removes the problem of Octopodes shedding all their slowness
in 20 aut, and fixes the issue of losing +5 to all stats just to bad luck
hunting for that glove or hat.
There's a buff in that Cheibriadites may now use randarts, and nerf in that
they can no longer disrobe to gain speed.
Items ponderified with the ability is reverted to their normal state
(enchantable, corrodeable, ...), ponderousness goes back to its old status
of a very bad platemail brand / unrand property. You may at most use it
for a miniscule speed-up in gaining Chei's piety -- and even that I consider
to be bad. After all, a lazy person would do anything but exercise wearing
overencumbering armour.
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"File:" is shown in your editor's status bar.
"Written by:" was used only for the first person who changed a file. We got
git for that now, and pre-DCSS history is so woefully inaccurate it doesn't
really matter.
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This reverts commit 431acdf161c16cc92e8222d04b9b6966a97d274d.
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It's unthematic, but I think it will help balance the god while we look for
a better solution.
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