| Commit message (Collapse) | Author | Age | Files | Lines |
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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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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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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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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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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.
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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.
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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.
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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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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.
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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.
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During the constructor, "you" might be not defined yet.
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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.
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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.
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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.
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The skill boost is far from being ready for release, so let's just keep the
XP boost for now.
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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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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.
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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.
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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.
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The formula is abysmal, copied from tension calculations...
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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.
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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.
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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.
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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>
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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.
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