| Commit message (Collapse) | Author | Age | Files | Lines |
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6950, 6954, 6959, 6962, 6963, 6965, 6968, 6970 (partly), 6997, 6998,
7001, 7061, 7065, 7071, 7132 (partly), 7174, 7186, 7213, 7233, 7268,
7268, 7293, 7319, 7339, 7358, 7393 (partly)
* Tweak a few monster flags.
* Fix autoswapping jewellery taking longer than manual swapping.
* Fix crash when attempting to create nonexisting monster in wizmode.
* Make ego armour descriptions follow abbreviation guidelines.
* Fixed buggy monster movement away from the player.
* Disabled traps in the Abyss.
* Fixed a few other minor bugs, and improves messaging.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/branches/stone_soup-0.4@7788 c06c8d41-db1a-0410-9941-cceddc491573
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* Fix 2033984: Monsters being created with both a shield and a 2-hander.
* FR 2026227: Make $ list current gold.
* Fix assertion failure upon high-scoring death.
* Fix 2037146: Make hill giants use MONUSE_STARTING_EQUIPMENT.
* Fix 2036429: better spacing on ^ screen.
* Replace "Level:" with "Place:" in the HUD.
Also start on 0.4.4 change log.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/branches/stone_soup-0.4@6791 c06c8d41-db1a-0410-9941-cceddc491573
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0.4.3.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/branches/stone_soup-0.4@6740 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/branches/stone_soup-0.4@6725 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/branches/stone_soup-0.4@6570 c06c8d41-db1a-0410-9941-cceddc491573
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Also start on changes.stone_soup for 0.4.1. The mapmark.lua fixes are
not actually in 0.4 trunk, are they?
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/branches/stone_soup-0.4@6568 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/branches/stone_soup-0.4@6540 c06c8d41-db1a-0410-9941-cceddc491573
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don't list the scroll you just read as one to use it on. This fixes the
ugly issue where the player, forgetting the slot of the scroll just
read, uses identify on itself, thereby wasting the scroll.
For enchant armour and recharging it's a moot point as they don't work
on scrolls anyway, but this way you can't figure out the subtype.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6251 c06c8d41-db1a-0410-9941-cceddc491573
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"!f".
Update docs on addition of "!Q", on "!z" changing to "!Z" and "!E"
changing to "!v", and on "=f" preventing an item from being auto-quivered.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6163 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6146 c06c8d41-db1a-0410-9941-cceddc491573
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Update documentation.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6113 c06c8d41-db1a-0410-9941-cceddc491573
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(via (,) or i, or by the new quivering command). Ammo that just happens
to come next in the fire order is not quivered anymore even if you continue
firing.
Add a new quiver command on Q, and while I was at it, restrict the items
offered when firing (fi) or quivering to actual throwables. (This was a
long outstanding FR.) I think that's it...
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6112 c06c8d41-db1a-0410-9941-cceddc491573
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updates correctly on firing and dropping quivered items. May be buggy.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6107 c06c8d41-db1a-0410-9941-cceddc491573
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type of item requested, then mpr() the message about it, rather than bringing
up an empty menu with the message being the menu's title.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6105 c06c8d41-db1a-0410-9941-cceddc491573
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if the user doesn't have any of the type of item being selected.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6103 c06c8d41-db1a-0410-9941-cceddc491573
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re-enable it (whoops) and clean up its code.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5698 c06c8d41-db1a-0410-9941-cceddc491573
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careful checks for habitat were ignored (default is HT_LAND) because the
base type for undead wasn't chosen until after the position. I now added
another habitat check during the base type selection loop and now
everything works. :)
Add a warning inscription !D that ignores such items during actions like
sacrificing items, destroying weapons (Ely), burning books (Trog) or
casting sticks to snakes. The failure messages are very clumsy now, but
they do get the point across, I hope.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5472 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5448 c06c8d41-db1a-0410-9941-cceddc491573
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they're inscribed with "!d" or "!*".
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5446 c06c8d41-db1a-0410-9941-cceddc491573
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Also change merfolk fighter -> merfolk in the database.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5374 c06c8d41-db1a-0410-9941-cceddc491573
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or poisonous chunks.
Throw out all those special cases in food_colouring.txt and
replace them with logic. I sure hope I got all special cases, but if
not they should be easy enough to add. The functions are currently all
in food.cc but they could easily be moved over to clua.cc and adapted
accordingly if needed.
New prefix shortcuts:
* inedible (full herbi/carnivorousness, rotten food for non-saprovores)
* preferred (respects foovorousness, rotten for ghouls, royal jelly for
everyone)
* poisonous
* contaminated
* mutagenic
* rot-inducing
(I also added one-liners to the descriptions of chunks of those types.)
The changes apply to all menu types, but they don't handle messages.
This is problematic in that you'd have to check the pickup menu to see
which corpses are worth butchering, but I'm still against keeping all
those manual checks for (currently) poisonous/mutagenic/... corpses,
esp. as information like this can date quickly.
Instead the butchering interface should be improved to somehow handle
that, possibly by overriding the prompt colour with the specified
colour if necessary. I don't think there are any other cases where
this is important.
Also add a prefix for equipped items and artefacts, so they can be
easily checked for as well. I really think the identified/unidentified
prefix should become default (and the option removed) - this allows
for easy differentiation between identified and non-identified
artefacts. The "known" prefix (for known wand charges or enchantments)
is a bit less interesting but wouldn't hurt any (I think).
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5373 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5350 c06c8d41-db1a-0410-9941-cceddc491573
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are offered as choices.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4914 c06c8d41-db1a-0410-9941-cceddc491573
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and still use any as "anything but those already defined" when needed.
(If that makes any sense.)
Remove need for prayer for Vehumet's prayer boost effects. I admit I'm
not entirely convinced of this change myself, but currently the problem
is that there's hardly ever any reason *not* to pray. What we'd need
instead are sensible drawbacks...
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4757 c06c8d41-db1a-0410-9941-cceddc491573
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to avoid conflict with VC++ direct.h header.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4390 c06c8d41-db1a-0410-9941-cceddc491573
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Fix 1944345: Dropping worn/wielded items while Berserk.
Fix 1945347: Drinking from fountans while Berserk.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4326 c06c8d41-db1a-0410-9941-cceddc491573
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BR 1935715.
* Targeting a square with a known submerged monster ("strange
disturbance" description) always enforces '!' rather than '.'
* Submerged monsters only get targetted if there are no other more
viable targets (dangerous monsters, really) in sight.
The latter uses a heavily modified i_feel_safe() that now draws on
get_playervisible_monsters(), which got numerous new parameters to cover
all possibilities. :p
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4314 c06c8d41-db1a-0410-9941-cceddc491573
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inventory). To do so, use "pickup:colour:pattern".
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4287 c06c8d41-db1a-0410-9941-cceddc491573
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https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4285 c06c8d41-db1a-0410-9941-cceddc491573
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mutations only apply at these hunger levels, too.
Differentiated mutations into physical (affecting a character's
appearance and stuff: scales, hooves, wings, ...) and internal
(resistances etc.). I guess this is what people usually refer to as
"cosmetic", which I think is an inaccurate description since it makes
it sound like they were completely superficial and had no real effect.
Here's a list of arbitrarily chosen "physical" mutations:
* tough skin, all scales, and fur
* strong/clever/agile, and weak/dopey/clumsy
* deformed
* strong but stiff, and flexible but weak
* frail, and robust
* claws, fangs, hooves, talons, and horns
* stinger, wings
* blue/green marks
Mutations currently not applying are still listed on the 'A' screen,
though in darkgrey and in (brackets).
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4246 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4244 c06c8d41-db1a-0410-9941-cceddc491573
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Only offer corpses (inventory or floor) that actually contain blood.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4243 c06c8d41-db1a-0410-9941-cceddc491573
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view.cc. (Yes, this is semi-random.)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4032 c06c8d41-db1a-0410-9941-cceddc491573
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settings.
Add vampires to manual (still needs reference to aptitudes etc.!)
and reorder classes according to the new job order.
Re-introduce 't' as a synonym for 'f' in targetting, but don't
document it anymore. (It's only in convenience to older players,
anyway.) Also, change default wand inscription from !z to !Z, but
use a hack to check for either.
Oh, and restrict Blood Evaporate effect to Stinking cloud, Fire
and Steam (the latter two like !Rage).
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3981 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3871 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3870 c06c8d41-db1a-0410-9941-cceddc491573
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by two points (either this or armor enchantment blessing can occur, with
5% rarity). Whether to-hit or to-damage is chosen is random. Split
handling of weapon enchantment into enchant_weapon() for the generic
item routines, and handle_enchant_weapon() for the player-specific
routines. Furthermore, make enchant_weapon() and enchant_armour() more
similar in terms of structure.
Also, in bless_follower(), store the blessing description and monster
name in std::strings instead of const char*'s.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3839 c06c8d41-db1a-0410-9941-cceddc491573
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existing mutagenic glow stronger (piety loss, no penalty). At the same
time go easier on the "eat souled being" misbehaviour: increased piety
loss, but give penance only for eating very intelligent monsters, so that
eating goblins and the like is an option again. (Cannibalism is checked
first, and has worse effects.)
Also fix restriction for items offered for ?recharging.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3789 c06c8d41-db1a-0410-9941-cceddc491573
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didn't.
Now all of them do (but it's applied in yesno(), so it's easy to get rid of).
Also, "anyways" -> "anyway".
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3682 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3665 c06c8d41-db1a-0410-9941-cceddc491573
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(This will also change the quiver, so that tile players no longer need to
repeatedly choose the same stack of darts to fire: ff will work nicely.)
Implement first part of FR 1911866: merging W/T, R/P
The existing option "easy_unequip" now also allows direct choice of which
armour to take off from the 'W' menu, and same for jewellery for 'P'. Warning
inscriptions are respected.
Now we only need to add a new sorting option sort_equipped that takes care of
equipped stuff being listed first in the inventory. Last time I tried something
like this (chunk sorting by age) I failed miserably, so I'm making no promises.
Also tweak my recent {tried} modification to only apply to jewellery since for
some reasons all unidentified randart weapons show {tried} where jewellery is
really picky about which randarts have been tried and which haven't. Probably
still needs fixing.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3607 c06c8d41-db1a-0410-9941-cceddc491573
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1) Quaffing and eating
* They now get full effect of potions unless hungry (er, thirsty) or
worse, in which case the effect gets halved as before.
* Potions of blood heal on the level of heal wounds or healing, depending
on hunger state. Healing always heals rotting and removes confusion -
the chances involved were just frustrating to players.
* Draining corpses has the same nutrition value as eating the (random)
amount of chunks you get out of dissecting, but takes longer (and all
at once, so draining your corpses in the middle of a battle is extremely
risky).
I guess this is still too good (when do you ever get to eat all chunks
you get out of, say, an ogre or centaur?) so will have to be nerfed.
2) Resistances
Resistances depend more strongly on hunger states now.
Vampires are always poison resistant and can always see invisible.
Additionally, they gain
* rCold 1 at Hungry or worse, and rCold 2 at Near Starving or worse
(The latter comes with susceptibility to fire.)
* life protection 1 when satiated, 2 when hungry or worse, and 3 when near
starving or worse
* At starving they also get torment res.
* Hungry vampires and vampires in bat form are stealthier, and starving
vampires are even more stealthy.
As before, they get the Necromancy boost (like Mummies do) at xl 13 and 26.
Also, vampires can now cast spells while starving, but suffer a failure
increase akin to that of Blade Hands. (I've no idea what these numbers
actually mean, so this will most likely have to be changed as well.)
Updated tables.txt.
Still TODO:
* Add special biting attack for successful stabbing.
* Add distilling blood ability, and possibly distinguish between old and
new potions (new food type, maybe).
* Allow vampires to mutate, but these mutations to only take effect when
Full, Very Full or Engorged.
* Update manual.
Apart from that, they are ready for playtesting once again. As always,
feedback would be much appreciated. :)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3528 c06c8d41-db1a-0410-9941-cceddc491573
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?recharging, ?enchant armour and ?identify.
If you read one of these scrolls and the type isn't known yet you are
prompted with "Modify which item?" (better message needed!) and get to
choose from the entire inventory.
If the chosen item can be usefully "modified" by the scroll (unID'd item
for identify, wand for recharging, enchantable armour for EA) the usual
effect takes place and the scroll is identified. (Reading other scrolls
of the same type will then only offer a more sensible selection of items.)
Otherwise, nothing happens.
Further, recharging and enchant armour now allow direct choice of the
item in question, and it doesn't even have to be wielded or worn.
I think this change actually makes the id game more interesting and also
improves the interface. Gameplay might dictate that we reintroduce the
"armour needs to be worn" rule, but that remains to be seen until after
some more playtesting.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3514 c06c8d41-db1a-0410-9941-cceddc491573
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without effect, same as for enchantment wands.
Fix 1905740: Only list actual spellbooks for memorise prompt.
Also: s/memorize/memorise
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3508 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3194 c06c8d41-db1a-0410-9941-cceddc491573
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as part of the title. This can get a bit confusing when scrolling using
up and down (as opposed to page-up/page-down.) Currently only used for
select_items().
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3047 c06c8d41-db1a-0410-9941-cceddc491573
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(jarpiain).
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2618 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2504 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2421 c06c8d41-db1a-0410-9941-cceddc491573
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Change freshness calculation for chunk sorting: all chunks
now sorted oldest to freshest, listing rotten last for
non-Saprovores.
Small comment fixes.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2221 c06c8d41-db1a-0410-9941-cceddc491573
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