| Commit message (Collapse) | Author | Age | Files | Lines |
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It makes the 'e' key less consistent for no obvious benefit. Not to
mention that it's incredibly unsanitary.
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New item is just called "scroll of enchant weapon". It increases both accuracy
and damage by 1.
Enchant weapon III scrolls have been converted to stacks of 2 enchant weapon
scrolls where placed in vaults, and if already generated will act like a common
"scroll of enchant weapon" as well for sake of simplicity.
Scroll weights have been adjusted a bit; this almost certainly
needs to be revisited.
[Committer's note: merged a few commits into this, where it seemed sensible.
Also reworked the scroll weights, but yeah, that needs another pass.]
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Not sure if there's a better way of doing this but now all valid weapons
are listed for blessing - previously ranged weapons would be listed but
only valid under TSO.
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Item inventory weights (based on item mass) generally don't lead to
meaningful decisions that justify the inventory juggling and interface
problems that come from having burden states. The 52-slot limit is a
better system for limiting inventory and providing inventory-related
decisions because it's not so fine-grained and doesn't require the
player to examine weights for each slot. Work is ongoing to improve
the slot system by consolidating food types and handling strategic
consumables in a different way.
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Now you are not prompted for, or allowed to select, weapons which
are enchantable but not by this scroll---for example, a +9,+0 weapon
with EW_I. Take care to handle blowguns correctly: they have no +dam,
but EW_II increases their +acc.
The message "You aren't carrying any weapons that can be enchanted."
isn't quite right anymore, but I can't think of a good way to make it
more pendant-friendly without being too wordy.
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There were two separate issues that could cause this. First, when wearing
at least one ring as well as the amulet, it would give the prompt once when
choosing the amulet to remove and then again when actually removing it.
Second, prompts were sometimes checked right before calling remove_ring()
and then again inside remove_ring(), for instance when swapping to a
different amulet.
I think this fixes it without breaking anything else.
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Add a third, default, value for show_inventory_weights, to enable
weights for pick-up and drop menus only.
Ctrl-W continues to toggle weight display in the current menu, but is
no longer persistent from one menu to the next.
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It has been defaulting to `true` for a while now. That setting provides
a nicer interface overall and there is little reason to support alter-
nate input methods.
Some prompts asking for a letter have not been adjusted, for example
evoking a rod with multiple spells. Those are hopefully gone soon
anyways.
[Committer's note: The option had no known uses except by bots, and
those could work without it. And, of course, multi-spell rods are
gone.]
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There isn't really any reason not to (the only cases where this causes
any significant change are the brands with unwield effects). It does
have the positive effect that the scroll-id game is made slightly
less tedious, since you don't have to remember to switch to a weapon you
want enchanted first.
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Butchery is always allowed except in a few forms (bat, wisp, fungus).
Removes a lot of unnecessary/unused code for swapping weapons and removing
equipment when butchering.
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Happened in WebTiles only.
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Makes it more easily and obviously cancellable, and allows cancelling the
scroll without spending a turn and losing it (if it was already
identified). Doesn't use the same selection menus as enchant armour,
identify and recharging - since it tends to show up much later it'd almost
always be known anyway (and the point here is to make it harder to
accidentally remove a brand you want).
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Same thing for the found runes menu.
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melded items for scrolls"
Doing this in the filter causes severe regressions:
* no failure messages are given anymore. This includes cases that are
unobvious to new players, like, say, why that bright green or red chunk
is inedible.
* if a chunk rots without you noticing, the menu interface will consume
any keys you pressed subsequently, making you waste permafood. This can
happen for other item types too, it's just chunks being ingrained so
hard into muscle memory that people don't read prompts carefully.
Having the menu filter duplicate the work is not good either, but until
this mess is refactored, the filter has not enough data.
Proposed interface: const char* why_not_use(CMD_EAT, item) which returns
null if you can actually use the item.
This reverts commit bab355256aed893ee730059d95111987b32c3815.
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Only enchantable armour, unidentified items, and rechargeable wands/rods now listed
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items for scrolls
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The only reason for this madness was so searching for "ident" doesn't
find identified items.
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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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This is a combination of 4 commits:
added food and misc items to the AP menu
catagorized foods in the AP menu and added gold
reduced food categories to two
small autopickup menu bugfixes
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Now most item menus, such as the pick-up and stash menus, use the same
background tile as inventory slots. This is in part to reduce clutter
and make the item easy to see, but also to avoid showing the wrong
background tile for off-level items.
Only Ctrl-X still displays the feature, for consistency with monsters in
the same menu.
Fixes #2303, #5756.
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Ctrl-D and comma no longer exit and re-enter the menu.
Also, use '^' rather than ',' for reset-all-to-default.
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Because we used MF_EASY_EXIT as a hack for regenerating the menu,
the user's easy_exit_menu option would prevent leaving the menu.
Instead use lastch == CONTROL('R') to indicate that the menu should
be re-entered, and respect the user's easy_exit_menu setting.
Unfortunately, easy_exit_menu was disallowed when anything is selected,
to prevent leaving e.g. the drop menu too soon. Override this behaviour
for MT_KNOW inventory menus.
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Signed-off-by: Raphael Langella <raphael.langella@gmail.com>
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They don't have any effect on score anymore.
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This is just for menus using the Menu class. It means that the menu
items are laid out in html on the client side, the menu size adapts to
the window of each spectator, and scrolling is done client-side.
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There's no more restriction on training unknown skills. By default, they are
disabled in manual mode and enabled in auto mode, but they can be freely
toggled if restrictions are met.
A skill can be trained if there's any available mean of exercising it.
Fighting, throwing, dodging, stealth, stabbing, T&D, UC and spellcasting can
always be trained.
Weapon skills require carrying a weapon of the type.
Armour requires wearing an armour with an evasion penalty.
Shields needs either wearing a shield, knowing condensation shield or being able
to cast it from a rod of warding or having the divine shield ability.
Evocations requires carrying an evocable item, or having a Nemelex ability.
Spell schools require knowing a spell of the school (Necromancy can be trained
with having a Kiku ability).
Invocations requires having any divine ability that exercises it.
For edge cases, requirements are a bit loose. No need to carry missiles to
train throwing (or it disables itself when you run out), no minimum spell
success, no cap on skill level with buckler and leather for example.
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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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There's no point in using a std::string here at all.
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The keywords are:
cloak helmet gloves boots shield body
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Conflicts:
crawl-ref/source/startup.cc
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Pass the butchering tool into the delay. Had to increase the number of
delay parameters to 3.
There's no more switching messages. Only:
"You start butchering the foo corpse with your bar."
and:
"You finish ripping/chopping the foo corpse into pieces."
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Only once the scroll is known. They can also cancel it and it does automatically
if you're not wearing any elligible item. Non-Ash worshippers can still use them
any time to victory dance spellcasting.
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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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This replace the very hacky PROMPT_GOT_SPECIAL that was used for unwielding.
This commit also fix what appears to be a bug in l_item_do_remove which called
wield_weapon with -1 instead of -2 causing a weapon swap instead of unwielding.
I can't test it, because I don't know what calls it.
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This remove some duplication.
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Happy birthday David :)
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I did review it manually to find places where they made sense (like some
tables), but for a massive sed job like this there might be places that
I missed.
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