| Commit message (Collapse) | Author | Age | Files | Lines |
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Ideally, we wouldn't be using special for unrands totally different from
how items of the same type do, but that's less trivial than this commit.
A centralised place to check for being an unrand should at least make such
a change easier.
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.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!
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This function was misleadingly named (it only provided the skill
used for melee weapons, not ranged weapons), and incomplete;
code along the lines of "is_ranged_weapon(*it) ? range_skill(*it)
: weapon_skill(*it)" was scattered in about half a dozen different
functions. I've corrected both of those problems (renaming weapon_
skill() to melee_skill() and adding item_weapon_skill()), and also
possibly fixed two bugs in the process - an l_you.cc function that
claimed to provide the skill used for the starting weapon (but
actually only gave the melee skill), and unrand creation code that
checked if a potential unrand swap used the same (melee) skill as
the weapon type being generated.
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Felids and Octopodes wearing the necklace had the extra ring slot
counted towards their boundedness (but other species didn't).
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Previously it was only possible for them to reach level 3 out of 4
with all their slots cursed. Instead allow them to be fully bound when
all three jewellery slots are cursed at once.
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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.
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Chris Oelmueller made an excellent patch for this, but unfortunately it
was rather rotted by the time somebody decided to look at it. It was
easier to recreate than update. I've also added some tiles stuff which
was missed in the original patch.
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This fixes all the instances caught by unbrace.
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This reverts commit 65ff1ef470978c29490100d1732bf2b9ce2fb7cd.
Conflicts:
crawl-ref/source/main.cc
crawl-ref/source/output.cc
crawl-ref/source/player.cc
crawl-ref/source/shout.cc
crawl-ref/source/status.cc
crawl-ref/source/status.h
crawl-ref/source/terrain.cc
crawl-ref/source/transform.cc
Minor, prerequesite reverts:
b0d520741c8e9a26e7a786a34285f7a9412d8d10
Trival removal of clinging from the Boots of the Spider
3e0928f93c3f8a78ac6327c26986b406f7d7f603
(conflict in crawl-ref/source/item_use.cc)
Thanks to gammafunk for removing the last bits of clinging code!
To do: Decide what to do about the boots of the spider.
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For every fresh pile of gold in LOS of a monster when they're acting,
they have a 5% chance of doing nothing that turn.
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The corridor check catches corners and corridor mouths now. As compensation,
increase the number of clouds created, especially at lower piety levels.
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Mainly, don't place clouds in corridors, and don't try to avoid placing
clouds next to each other because it doesn't block autoexplore any
longer.
Since the cloud radius has been reduced, firewood is now eligible for
placement again; since cloud adjacency restrictions are gone, reduce the
number of clouds generated.
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To make up for less thunder clouds.
You get 3 noise per action at 1* piety up to 16 noise per action at 6* piety
(about the same as a fireball).
Have fun!
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Generate more clouds (because it's in a smaller area) and don't place
fire clouds next to water at all.
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We don't want the player to get too steamed, after all.
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Should cut down on visual spam significantly, though this probably isn't
a complete solution.
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It was outstripping TSO's Divine Shield at 27 Invo + Shields, which is
undesirable.
(cherry picked from commit f28fdd92972f01bc44c7c4ec57ee1e0f1c9c92e5)
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Since clouds are displaceable, we don't need to only place them in open
areas; instead we just don't place them next to other clouds (so that if
they place in a corridor you can still autotravel through the corridor).
Also don't place clouds on firewood to reduce spamminess.
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Taking damage from an elemental attack sometimes causes you to gain a
temporary point of resistance in that element (overriding the other
temporary resistances). This includes "earth attacks", i.e. physical
damage, which give you a 3 AC boost.
Thanks again to mikee for initially suggesting this idea.
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Starting at * piety, you gain bonuses to SH that increase with piety;
fire/freezing/storm clouds will place near you with radius and frequency
increasing with piety. At *** and ***** you gain RMsl and DMsl
respectively.
Clouds try to place only in relatively open areas so as not to block
autoexplore; this behaviour might need some fine-tuning.
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Fighting near the gold piles of recently-defeated enemies boosts your
skills.
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They're now always identified if that slot is cursed, rather than having
hidden (and differing) piety breakpoints.
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In the case of rings/amulets that identified themselves when they
had an effect, the player would want to try to put themselves in
a position where the item would identify, which was techincally
optimal but quite annoying. There were a few items that never
would identify, but on the whole it's not worth keeping around
the behavior just for them.
The ID code is pretty confusing and it's quite possible the
implementation is not ideal or there are actual bugs.
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This way you can always see what skills are boosted in the skill menu.
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No particular reason, other than consistency. And all but two used wasteful
double-conversion, so this is not a speed regression.
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Also simplify quite a few cases.
It turns out in >90% cases of non-literals the argument had .c_str(),
which meant it was pointlessly malloc()ed and converted from and to
std::string. I believe a sprintf is faster, so even the argument of
miniscule speed-up doesn't apply.
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Conflicts:
crawl-ref/source/dat/des/variable/mini_monsters.des
crawl-ref/source/enum.h
crawl-ref/source/itemprop.cc
crawl-ref/source/main.cc
crawl-ref/source/mutation-data.h
crawl-ref/source/mutation.cc
crawl-ref/source/newgame.cc
crawl-ref/source/ng-restr.cc
crawl-ref/source/rltiles/dc-player.txt
crawl-ref/source/spl-selfench.cc
crawl-ref/source/throw.cc
crawl-ref/source/tilepick-p.cc
crawl-ref/source/wiz-you.cc
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Conflicts:
crawl-ref/docs/crawl_manual.reST
crawl-ref/source/abl-show.cc
crawl-ref/source/dat/descript/ability.txt
crawl-ref/source/delay.cc
crawl-ref/source/enum.h
crawl-ref/source/main.cc
crawl-ref/source/mon-cast.cc
crawl-ref/source/mon-gear.cc
crawl-ref/source/mon-spll.h
crawl-ref/source/mutation-data.h
crawl-ref/source/mutation.cc
crawl-ref/source/ng-restr.cc
crawl-ref/source/ng-setup.cc
crawl-ref/source/output.cc
crawl-ref/source/player-act.cc
crawl-ref/source/player.cc
crawl-ref/source/species.cc
crawl-ref/source/spl-data.h
crawl-ref/source/wiz-you.cc
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Tavern post:
https://crawl.develz.org/tavern/viewtopic.php?f=8&t=8298
Wierdness & mutations:
- poison weakness
- retractable antennae (can wear headgear and ignore mutation)
- chitin skin (+3 AC)
- most weapons 1-handed, big weapons 2-handed
- permanent stasis
- ability to shaft self
- ability to dig
- Starts with 2 curing pots
3 monster versions of formicids were added:
formicid, a weak fighter
formicid drone, a stronger fighter
formicid venom mage, a magician with olgreb's and mass cure poison
[ Pushing to a branch for experimental playtesting on CSZO.
Also optimised the new tiles. -nfm ]
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Can't test Android, MSVC or Mac, but a very brief glance at the diff suggests
it's unlikely they're affected.
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Calculating pluses is a matter of hitting anyone several times and using
a script to analyze the results. Plus, this is what armour does already.
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Also clarify one comment about weapon egos.
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Replace you.penance[FOO] with player_under_penance[FOO].
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Pull 'you.religion [!=]= FOO' checks into a function: you_worship(FOO).
This change is part of a large plan to clean up religion.
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This allows having autopickup pick up one of each staff type. Same trick
is already used on jewellery.
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It's now a no-property hauberk (extended suit of chainmail) that covers
all slots other than shield and cloak.
At +27, it's roughly on par with maximally enchanted mundane plate plus
ordinary helmet/gloves/boots (less GDR, better EV), winning at low skill
levels.
It's a great item early on, before you'd have a chance to gather enough
scrolls. It's trounced by crystal plate, not to mention anything with
brands.
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Bardings gave -7 EV instead of -2, Ozo's armour didn't work on leather,
Jiyva stat action went crazy, etc.
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