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* stop hardcoding 10 here, so we actually see our score (1854)Jesse Luehrs2014-08-031-1/+1
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* Remove stuffNicholas Feinberg2014-07-291-1/+1
| | | | | | | .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!
* Add end.ccNicholas Feinberg2014-07-281-0/+1
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* Pull some functions into species.ccNicholas Feinberg2014-07-161-7/+2
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* Rename a couple props to not use 'napalm'reaverb2014-06-111-2/+2
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* Halve displayed SH values (crate)Nicholas Feinberg2014-06-031-1/+1
| | | | | | | | | | | So that shield enchantments are back to giving 1 (displayed) SH, and SH generally is somewhat more in line with AC/EV; 1 SH should be very roughly as good as 1 EV, against things they affect. This also tweaks the 'bone plates' mutation slightly, for rounding reasons; the first level is buffed very slightly, and the third is very slightly nerfed.
* Remove some unused parameters.Neil Moore2014-05-271-11/+11
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* Add the Majin-Bo, a new fixedart that offers power atNicholas Feinberg2014-05-251-0/+7
| | | | a terrible price. (It's not that terrible!)
* A better terse message for KILLED_BY_ROLLING (#8589).Shmuale Mark2014-05-251-1/+1
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* Make logging file status field iterate over statusesreaverb2014-05-251-92/+4
| | | | | | This means that: A) More statuses should be searchable with Sequell. B) We don't have to add durations here every single time we add one.
* Replace corrosion with a temporary effect.Shayne Halvorson2014-05-141-0/+1
| | | | | | | | | | | | | | | | | | | | If your equipment would have been corroded under the old system, you now get a temporary (but stacking) -5 AC and -3 weapon damage. Corrosion against armour-wearing monsters instead halves their AC. Committer's notes: Fixed whitespace and fit to Trunk Added Corrosion entry to hiscores.cc The original patch showed the slaying malus on the weapon, which may be preferable to a status light. gammafunk noted that ouch.cc iterates over equipment when deciding when to corrode, this might make less sense under the new system. -reaverb
* Improve a bad NUM_ enumerator.Neil Moore2014-05-141-2/+2
| | | | Cardinals can't be negative, silly! And it definitely shouldn't overlap.
* Replace Gozag's gold lust with gold distraction (dpeg).Steve Melenchuk2014-05-071-0/+2
| | | | | 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/+4
| | | | | | | | | 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.
* Gozag: prelimiary implementation of Bribe Branch.Steve Melenchuk2014-05-071-0/+1
| | | | | | | | | | 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.
* Gozag: gold lust.Steve Melenchuk2014-05-071-0/+1
| | | | | Fighting near the gold piles of recently-defeated enemies boosts your skills.
* Remove gold from the score calculation.elliptic2014-05-071-2/+1
| | | | | | It was insignificant after the early game and led to strange behavior for the extremely small subset of games that cared about optimizing early game score (gold acquirement, not purchasing from shops).
* Log CRAWL_VERSION_LONG as vlong.Darshan Shaligram2014-05-071-0/+1
| | | | | Log the long version (including git revision) in logfiles and milestones for Sequell.
* On experimental branches, log explbr=branchname.Darshan Shaligram2014-05-051-0/+3
| | | | | Set EXPERIMENTAL_BRANCH and log explbr to logfile and milestones on experimental branches.
* Change Ozocubu's Refrigeration.Sage2014-04-231-0/+1
| | | | | | Instead of shattering potions, player-cast refrigeration prevents potion use for 7-15 turns, with duration of repeated casts capped to 15 turns. Monster refrigeration is unaffected.
* Fix bad ikiller for kraken tentacles.Neil Moore2014-03-191-3/+27
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* Remove fake Mara/Rakshasa monsters and associated code, refactor to use ↵DracoOmega2014-03-111-3/+3
| | | | | | | | | | | | | | | | | | | Phantom Mirror There was quite a bit of special case code for the 'fake' monsters which Mara and other rakshasa would create that can be subsumed beneath the general Phantom Mirror effect (which can properly create fake dummies of any type of monster in a unified way). The main practical gameplay difference that will result (aside from bugs introduced by this, of course) is that the true Mara will actually be disguised when he splits, instead of the player knowing for sure which one he is (until two of them blink in the same turn, anyway). This is a Mara buff, but it seems to me that an illusion spell of this nature shouldn't have been so easy to see through in the first place and that this is an overall better state of affairs. (Also, the clones do have less hp than before, if you end up killing the wrong one first).
* Make the Battlelust card a bit better.Shmuale Mark2014-03-101-1/+0
| | | | | | Previously, the card's effects were more desirable the lower the power. This removes the card-specific DUR_SLAYING and moves the might effect to the higher powers, with agility as well at power 2.
* Octopode Crusher: An octopode warrior that throws your weight around.gammafunk2014-03-061-2/+11
| | | | | | | | | | | | | | | | | This a late-game octopode monster with a new throw ability as well as throw icicle. It's meant to be a bit tougher than the late-shoals merfolk it can spawn with in the Depths water population (it replaces ordinary octopodes there). New ability: Throw. A 2 in 5 chance to hurl a victim that's currently being constricted by the crusher for undodgable, AC-checking damage, preferably "into" (i.e. adjacent to) a solid feature for 50% increased damage. The base throw damage is currently HD * 3. The landing site must be at distance of at least 4 from the thrower, is always habitable for the victim, and the feature site must be visible to the thrower if the damage increase is to apply. If no landing site adjacent to a solid feature can be found, any habitable landing site in LOS is used, but then only the base damage applies.
* Blast "blasted by (static electricity)" with static electricity.Steve Melenchuk2014-02-261-5/+18
| | | | | | | | You now get terse "blasted by themself (static electricity)" and verbose "Killed by their own static electricity". This also adjusts the self-LRD death source to "you" to employ this new handling.
* Introduce a mons_is_player_shadow() to help with an ASSERT.Steve Melenchuk2014-02-231-1/+1
| | | | | | If the shadow kills something, it's possible for it to still be around when the code is called for this assert; this was seen with terrain change reversions.
* Vehumet wrath: employ actual conjurations, not just miscasts.Steve Melenchuk2014-02-161-3/+17
| | | | | This hijacks the Dith shadow mimic code to fling monster conjurations at the player, scaling with XL.
* Turn Portal Projectile into a durationChris Campbell2014-02-091-0/+1
| | | | While active, all shots are portalled at the cost of 1MP per shot.
* Credit drowned soul deaths properly.Steve Melenchuk2014-02-081-0/+2
| | | | "Slain by" just doesn't cut it, much like "blown up by" didn't.
* Merge branch 'demonspawn-enemies'Steve Melenchuk2014-01-281-0/+3
|\ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | With the forest dispersal work done, and with everything working up to the original designer's standards, this is ready for trunk. Conflicts: crawl-ref/source/beam.cc crawl-ref/source/dat/des/branches/pan.des crawl-ref/source/enum.h crawl-ref/source/hiscores.cc crawl-ref/source/melee_attack.cc crawl-ref/source/mgen_enum.h crawl-ref/source/mon-cast.cc crawl-ref/source/mon-data.h crawl-ref/source/mon-ench.cc crawl-ref/source/mon-info.cc crawl-ref/source/mon-info.h crawl-ref/source/mon-place.cc crawl-ref/source/mon-spll.h crawl-ref/source/mon-stuff.cc crawl-ref/source/mon-util.cc crawl-ref/source/mutation.cc crawl-ref/source/output.cc crawl-ref/source/player.cc crawl-ref/source/spl-data.h crawl-ref/source/status.cc crawl-ref/source/wiz-you.cc
| * Demonspawn warmonger: Sap Magic.Steve Melenchuk2014-01-211-0/+2
| | | | | | | | | | | | | | | | | | | | | | | | Based on Punishment of Excess from the proposal. Casting spells while afflicted by this hex progressively hinders your spellcasting success (or adds antimagic enchantment levels if you are a monster). Technically this could be extended to have an effect specific to individual spell schools, but that would result in a lot of duplication of durations and the like.
| * Demonspawn blood saint: Legendary Destruction and support spells.Steve Melenchuk2014-01-211-0/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | The support spells are Orb of Electrocution (as a monster spell), Explosive Bolt (seen on the proposal as Bolt of Fireball), and Flash Freeze. The monster takes 10 damage to cast one of Orb of Electrocution, Crystal Spear, Orb of Destruction, Ghostly Fireball, Explosive Bolt, or Flash Freeze (not all equally weighted). Some of the messaging could be improved, but the underlying framework is present and accounted for.
* | New monster spell: VirulenceDracoOmega2014-01-281-0/+1
| | | | | | | | | | | | | | This is a hex whose effect is twofold. First, it multiplies the amount of poison already in the target's system (this cannot be resisted), then attempts to apply a level of poison vulnerability (which can be resisted via MR)
* | Revamp manticoresDracoOmega2014-01-281-1/+5
|/ | | | | | | | | | | | | | | | | | | | | | | | | | These were a fairly unnotable monster, especially so in Shoals (though usually barely worth noticing in D, either). They now fly (which one might expect from the wings, and helps them become stranded less frequently in Shoals), move at speed 8 instead of 7 and act at normal speed. Their melee is considerably improved, as well as the accuracy of their spikes. The spikes get a new effect. When they hit the player and inflict damage, the barbed spikes become embedded in your body and will cause further damage with every step you move. Resting for a few turns will remove the spikes, but other actions will not (nor will thet wear off while asleep/ paralyzed/etc.). Moving will eventually cause them to snap off, but this is much less quick than resting (and incurs non-trivial damage during that length of time). The idea is to create an impairment that limits the player primarily via damage and is overwise inobtrusive. If you are in no danger, then you can simply charge the manticore and accept the extra damage. But in more dicey situations, it makes running away not so automatically a correct answer and could hopefully cause tension between flight and standing your ground. Numbers are provisional and will likely need further adjustment following playtesting.
* Correctly credit conjured ball lightning kills (#8007).Steve Melenchuk2014-01-191-0/+1
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* Merge branch 'shadow-god'Steve Melenchuk2014-01-141-1/+4
|\ | | | | | | | | | | | | With bugfixes and more general balancing out of the way, and with the generally positive reception this has had to this point, it's time for fine-tuning the balance by way of the widespread feedback bringing this to trunk will yield.
| * Adjustments to Shadow Form.Steve Melenchuk2014-01-131-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Miasma is gone; miasma is more strongly associated with necromancy than anything related to darkness or shadows - see e.g. Corpse Rot, death drakes, etc. Fog still fires on every form of taking damage. Instead, the player is invisible when they are in shadow form (there's no glow cost for this; the costs of activating/maintaining the ability are supposed to be a sufficient counterbalance, but they might need to be adjusted further to make this so). The transformation power has been halved; on average now it lasts around 70 turns instead of lasting around 100 turns. This may need to be adjusted downwards further.
| * Special-case death message if your shadow action kills you.Steve Melenchuk2014-01-101-0/+3
| | | | | | | | | | "Killed by their own shadow" is a death message everyone should strive for!
* | End the spirit howl. Permanently.Adam Borowski2014-01-151-1/+0
|/ | | | | They're on every list of problematic Forest monsters, and neither of Forest proposals has a place for them. Plus, even worse, they're summoners.
* hiscores: Read killer_flags back inSamuel Bronson2013-12-261-1/+4
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* hiscores: log whether killer is a uniqueSamuel Bronson2013-12-251-0/+13
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* Drop pointless empty lines after or before a brace.Adam Borowski2013-12-211-1/+0
| | | | | I left them only where the contents is not indented, like in a namespace or a template.
* Drop double newlines where they seem to serve no purpose.Adam Borowski2013-12-211-3/+0
| | | | | Sometimes, they're there to emphasize a break between two sections of code, which is good. In a majority of cases, though, they're just inconsistent.
* Remove Mislead.Adam Borowski2013-12-151-7/+0
| | | | | | It was a pure interface screw, and even worse, required a large amount of support code that's a maintenance burden, causing crashes we need to fix from time to time.
* Remove an extra newline in death descriptions under certain conditions.gammafunk2013-12-141-1/+1
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* Fix spelling of "targeting" (#7837)Chris Campbell2013-12-101-4/+4
| | | | See Mantis for discussion.
* Use the correct title in scorefile_entry stuff.elliptic2013-12-091-7/+6
| | | | | This fixes issues with the wrong UC title appearing sometimes if str > dex but base str < base dex (or the reverse).
* Replace `mpr(s, ch)` with `mprf(ch, s)`Adam Borowski2013-11-291-1/+1
| | | | | | | | | 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.
* More formatting fixes for return (...);Neil Moore2013-11-151-2/+2
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* Drop unnecessary parentheses from return statements.Adam Borowski2013-11-151-4/+4
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