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* Replace Gozag's gold lust with gold distraction (dpeg).Steve Melenchuk2014-05-071-1/+1
| | | | | 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.
* Qazlal: Elemental Adaptation.Steve Melenchuk2014-05-071-0/+1
| | | | | | | | | 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.
* Qazlal: Storm Shield.Steve Melenchuk2014-05-071-0/+2
| | | | | | | | | | 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.
* Gozag: gold lust.Steve Melenchuk2014-05-071-0/+1
| | | | | Fighting near the gold piles of recently-defeated enemies boosts your skills.
* Indentation fixes.Adam Borowski2013-12-041-4/+4
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* Rename `che_stat_boost` to `chei_stat_boost`Chris Oelmueller2013-09-171-1/+1
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* Remove unnecessary includes from header files.Jay3.14152012-10-231-2/+4
| | | | | | | | | | 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.
* Use std namespace.Raphael Langella2012-08-261-2/+2
| | | | | | | | | | | | | 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.
* Roll only once for identifying weapons by use.Adam Borowski2012-05-051-1/+0
| | | | | | | | | | | | | | | | | | | You could tediously id anything by bashing a plant or throwing it at a wall, with as little as 0.1 skill. This is no more: every weapon has a secret skill level needed to auto-id it. You must know enough about the weapon to possibly id it under the old system -- having wielded it once is enough, so are certain other ways. I intentionally didn't go into the complexity of checking current curse status or blocking distortion/vamp. Save compat: on training a weapon skill and certain other events for the first time, you'll get unsightly ids of a bunch of items. Probably not worth any effort, you are very unlikely to get multiple ids at once during normal play. This commit does not handle missiles: they are mergeable and thus don't have an unique random number, it would be enough to id one with the smallest number and then merge stacks, you are currently encouraged to keep one of every missile with different enchantments, etc.
* Auto-id evil weapons for Elyvilon worshippers.Adam Borowski2011-12-071-2/+2
| | | | | | | A problem: if you don't intend to worship evil, you can switch to Ely, and get a free global weapon id. Blocking id until *** piety conflicts with the recent max_piety change (which needs to be rethought, though), and would be mostly an interface hassle anyway -- so a better idea is welcome.
* Give you.skill() a "scale" argument for partial skills, make callers use it.Adam Borowski2011-09-191-1/+1
| | | | | | | Almost all uses have been converted, the only major one is unarmed base damage. For users of raw you.skills[], hp and mp calculations have been changed as well. you.skill() doesn't actually return partial values yet.
* Make Cheibriados' slowness passive.Adam Borowski2011-09-161-20/+1
| | | | | | | | | | | | | | | | | 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.
* Fix some abuses of "char" as an integer type.Adam Borowski2011-09-011-1/+1
| | | | | | | | | It is meant to store an arbitrary unit of memory (byte since the Stone Age), and details like signedness are undefined. For a "very short int", there are int8_t and uint8_t, with defined semantics. Here, we had chars of -1 used to mark disabled skills, which doesn't work on ARM and PPC.
* Let Chei know when your number of armour slots changes (due to mutation).elliptic2011-06-241-0/+1
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* Make ponderous items have a larger effect on characters with limited armour ↵elliptic2011-06-241-1/+2
| | | | | | | | | | | | | | | | | | | | | | | slots. Previously each ponderous item increased the movement delay of the player by 2; now the movement delay is increased by (# of ponderous items worn * 10)/(# of available non-shield armour slots). The purpose of this is to make Cheibriados a reasonable god choice for all races; previously he was biased against some races for no apparent reason. Now all races (except felids) can obtain the maximum stat boost of +15 from Chei. To smooth things out a bit for slot-limited races, the stat boost progression was changed from quadratic to linear; this means that humans now have stat boosts of +3/6/9/12/15 depending on piety and ponderousness, whereas ogres have stat boosts of +4/9/15 (with intermediate values possible if piety is insufficiently high). Thus this is also a general buff to Chei at lower levels of piety/ponderousness. Octopodes aren't special-cased for this at the moment, so wearing a ponderous hat brings them all the way to movement delay 20... but they still need high piety for the maximum stat boost. This isn't really ideal, but it does mean that Chei is an option for octopodes... if they have a hat.
* Fix a crash on startup.Adam Borowski2011-06-071-1/+1
| | | | During the constructor, "you" might be not defined yet.
* Improve and simplify Ash on sight identification.Raphael Langella2011-06-041-1/+0
| | | | | By doing it when updating the stashes we avoid lot of code duplication and fix ^x screen not showing identified items on the turn they were seen.
* Ashenzari skill boost.Raphael Langella2011-05-111-1/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:god:ashenzari#plan_for_09 Boost skills depending on bounded parts. There's 3 level of skill boost and the formula for the bonus is: piety_rank * factor - skill_level / 4 piety_rank is capped by bondage level + 2. Factor is 1, 1.25 or 1.5 depending on bonus level. Boosted skills are: Bounded hands medium boost to weapon skill (or high for 2 handers). low boost to staves and evocations for enhancer and channeling staves. medium boost to spellcasting for other staves. medium boost to evocation for rods. low boost to shield for wearing a cursed shield. Bound armour for light armour (evp < 2) low boost to dodging and stealth. for medium armour (evp < 4) low boost to dodging and armour. for heavy armour (evp >= 4) medium boost to armour. bonus gets better if fully bounded in armour (all slot cursed). Bound jewellery boost to all magic school and evocation. Bonus is low for partial bondage and medium for full bondage. Felids can't get the full bonus since they are limit to 3 for bondage level. I think it's OK. Ash's thing is binding yourself with cursed items, Felid's thing is not using items. I don't see why the should receive the benefit without having to make the sacrifice. Penance All skills are reduced by 4.
* Ahsenzari: add a fourth tier of bondage by differentiating hands.Raphael Langella2011-05-111-2/+3
| | | | | | Also differentiate between partial and full bondage for armour and jewellery. To be used with skill boost. Description can get a bit verbose and could probably use some work.
* Fix Ash on-sight id not identifying mimics.Raphael Langella2011-03-291-0/+1
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* Ashenzari: disable skill boost and bring back XP boost.Raphael Langella2011-03-281-2/+2
| | | | | The skill boost is far from being ready for release, so let's just keep the XP boost for now.
* Make file headers doxygen-friendly, drop useless fields.Adam Borowski2011-03-281-4/+4
| | | | | | | "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.
* New Ashenzari passive skill boost.Raphael Langella2011-03-241-0/+1
| | | | | | | | | | | | | | | | | | | | For each bounded part, one corresponding skill is boosted by piety_rank - 2. Skills are still capped at 27. Bound Hands: If wielding a weapon, boost the corresponding weapon skill. If wielding a staff or a rod, boost evocations, except for staves of power, conjuration, enchantment, energy and wizardry. Those ones don't use evoc, so we boost spellcasting instead (doesn't count for MP and spell slots). Bound Armour: Boost armour or dodging, whichever is higher. Bound jewellery: Boost highest spell school skill. Skill level comparison breaks tie by choosing the first skill to reach the level. It's the same rule as for selecting the character's title.
* Ashenzari: add flavour messages for the new passive boost to low skills.Raphael Langella2011-03-241-2/+1
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* New ash passive ability: boost low skills when not wearing uncursed items.Raphael Langella2011-03-211-0/+1
| | | | | | | | When you're not wearing any uncursed item, all your skills are raised to your current piety rank. This is not an additive bonus. If a skill has been trained to level 3 and your piety rank is 6, then the skill is raised to 6, not 9. It still lacks documentation and proper messages when status is gained/lost.
* New Ashenzari passive ability: identify monster equipment.Raphael Langella2011-03-201-0/+2
| | | | | | | When new monsters come into view, Ashenzari has a chance to warn you if the monster's equipment is branded. The chance is boundedness/3 (guaranteed when fully bounded) for each piece of equipment. Doesn't identify wands yet.
* Ash's passive monster detection: mark wheat differently than chaff.Adam Borowski2011-01-221-0/+1
| | | | The formula is abysmal, copied from tension calculations...
* Fix Jiyva off level eating crash.Shayne Halvorson2010-10-281-0/+1
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* Ashenzari: instant detection of portals. Including the Abyss!Adam Borowski2010-10-211-0/+1
| | | | | The range is the whole level normally, slightly more than LOS when in the Abyss -- which with the usual Abyssal geometry is a major boon.
* Ashenzari: show the bondage level on the ^ screen.Adam Borowski2010-10-131-1/+1
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* Ashenzari: passive identify of gear.Adam Borowski2010-10-111-0/+2
| | | | | | Unlike the proposal, getting eligible later will id the item. Otherwise, people would leave things on ground to pick them up later, which is quite a degenerate thing to do.
* Ashenzari: announce when bondage level changes.Adam Borowski2010-10-081-0/+1
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* Ashenzari: give piety for exploration.Adam Borowski2010-10-081-0/+1
| | | | | | | This does not yet implement the improvements dpeg suggested, like not giving anything for digging, or varying the piety with level's density so each level gives the same amount of piety no matter if it's open (bigger area -> currently better) or a maze.
* Food, hp and mp for Jiyvaites on jelly eatingShayne Halvorson2010-10-011-0/+11
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* ... and check if it works.Adam Borowski2010-09-301-1/+0
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* Bring sanity to enums by making them diffable/patchable.Adam Borowski2010-06-081-2/+2
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* Off level eating for Jiyva.Shayne Halvorson2010-06-021-0/+1
| | | | | | | | | | Changes from original patch: * choose fairly among all levels instead of short branch levels being more likely * don't eat on current level (another option would be to allow current level, but only outside LOS) Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
* Make Che support the use of ponderous armour per dpeg's design.Robert Vollmert2010-01-291-0/+29
Che supports up to piety-rank (number of *'s) pieces of ponderous armour, giving resists rN, rC, rF for the first three, and +1 to all stats for each. The code mostly lives in the new file godpassive.cc that's meant to collect passive god effects. Changes to piety and number of equipped ponderous items result in calls to che_change_level which will do what needs to be done.