| Commit message (Collapse) | Author | Age | Files | Lines |
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have already become almost identical to randarts, change "randart" to
"artefact" everywhere except for things that deal exclusively with
randarts.
Artefact related files will be renamed later.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9921 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9686 c06c8d41-db1a-0410-9941-cceddc491573
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lovers drink potions of blood to not use "Blech", as it gives nutrition,
unlike other cases (e.g. when partial carnivores drink potions of
porridge).
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9685 c06c8d41-db1a-0410-9941-cceddc491573
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* Fix wording of stair slide chaos effect.
* Add new stimulation triggers for Xom (monsters being polymorphed,
accidentally hasted/healed, or going berserk) which has the side
effect of keeping Xom's interest up if you actually use the chaos
branded weapon he gifted you.
* Greatly reduce stimulation possible from deliberately quaffing bad
potions.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9596 c06c8d41-db1a-0410-9941-cceddc491573
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* Default use_fake_cursor to true on Unix, else false.
* Tweak some descriptions.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9594 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9348 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9170 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9169 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9168 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9163 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9154 c06c8d41-db1a-0410-9941-cceddc491573
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nutrition from blood potions more consistently.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8983 c06c8d41-db1a-0410-9941-cceddc491573
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for MP; there is never any max-MP gain.
Classes no longer influence max MP. Instead, you get an extra MP point for
each level of Spellcasting between 1 and 5. (This might be too good.)
Invocations does not get this boost.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8981 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8908 c06c8d41-db1a-0410-9941-cceddc491573
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it's a potion" hack.
Fix security issue in dumping code (never dump a string without using %s.)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8846 c06c8d41-db1a-0410-9941-cceddc491573
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Fixes [2544129].
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8845 c06c8d41-db1a-0410-9941-cceddc491573
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When you now press 'e' the following takes place:
1) If you can eat chunks, the game builds a list out of all chunks on
the floor and in your inventory, sorted by age [1], and prompts you to
eat them [2].
2) If none are found, or you decline all of them you get prompted for
non-chunk food items on the floor.
3) Prompt for non-chunk food in your inventory.
4) Open up the food menu of your inventory.
Because of the way lua works, there's currently a problem that in the
early stages (1-3) "q" (now also accepts Escape) will cause to skip
ahead to the next stage rather than leaving the process entirely, which
is of course less than optimal.
I also added two new options
[1] prefer_safe_chunks (defaults to true) which will offer clean chunks
before contaminated ones, even if the latter happens to be older
[2] easy_eat_chunks (defaults to false) which causes the prompting to be
skipped for safe (i.e. clean) chunks, so you will automatically eat the
oldest chunk that applies. This is ignored for undead characters.
I also got rid of the outdated safechnk.lua and chnkdata.lua seeing how
chunk effects are no longer spoily information.
Added a new wizmode command: Ctrl-H, which allows you to set your
character's hunger state. (Hopefully this will make Vampire testing
easier.)
Also fix 2488374: "Controlled Flight being named upon levitation even if
its type is already known.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8282 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8217 c06c8d41-db1a-0410-9941-cceddc491573
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statues to attack monsters as they attack the player. Also fix clouds not being cleared on level reset in dungeon.cc.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8017 c06c8d41-db1a-0410-9941-cceddc491573
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* Moved fixed arts' plusses, name and colour into a struct in
randart.cc. (This should maybe be moved into unrand.h.)
Name and description are now stored in the props vector like for
randarts, and artefact_name() now handles all randarts, unrandarts
and fixed artefacts.
The Knife of Accuracy should probably be turned into an unrandart.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7673 c06c8d41-db1a-0410-9941-cceddc491573
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resistance from either the amulet or Zin, but let them fail with the
mutation resistance mutation.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7604 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7221 c06c8d41-db1a-0410-9941-cceddc491573
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* remove randomness and unify formulas for nutrition value of blood potions
and corpses, so bottling potions can no longer be used to enforce greater
nutrition: this means that draining corpses give more nutrition now
* draining duration now matches nutrition more closely (the formulas
used to be completely distinct, and quite complicated)
* decrease blood potions' nutrition again (I'd increased it in my
previous related commit), coagulated blood gives only 80% nutrition
* blood potions last a bit longer (counter 2000 -> 2500)
* healing from blood potions is impossible
* healing from corpses is only possible while they're still fresh
(i.e. won't start rotting soon, counter > 150)
* remove unrotting etc. effects, decrease healing from human corpses
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7055 c06c8d41-db1a-0410-9941-cceddc491573
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now has a greater nutrition (1500) compared to coagulated blood (1000,
as before).
Give Ogres the Spellcasting title of "Ogre-Mage".
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7042 c06c8d41-db1a-0410-9941-cceddc491573
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into a file crawlhistory.txt in docs/obsolete.
I used a perl script to do this under the assumption that all these
change logs used the same system following the keyword "Change History".
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6930 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6773 c06c8d41-db1a-0410-9941-cceddc491573
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by the MiscastEffect class, which has helper methods to make most of
the non-helper code agnostic with respect to whether the miscaster is
the player or a monster. Mummy death curses now affect monsters, and
Zot traps now directly affect friendly and good-neutral monsters.
In wizard mode you can force the player or a monster to miscast by
targeting it and pressing 'M'.
Todo/issues/notes:
* Clouds now have a killer_type in addition to a kill_category.
* There aren't any divination monster miscast effects yet.
* Many of the harmless message-only miscast effects are missing
monster messages.
* If a monster actually miscasts a spell (not getting a mummy
death curse or setting off a Zot trap) and this kills both the
monster and the player then the wrong monster will be listed in
hiscore entry. Since monsters can't do true spell miscasts yet, this
can wait.
* There was old, non-functioning code making Zot traps heal, haste or
turn invisible hostile monsters that triggered it. I fixed it and
then commented it out.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6723 c06c8d41-db1a-0410-9941-cceddc491573
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Fix 2027292: potion_effect() adapting to vampire hunger for non-potion
effects.
Fix 2026910: Make !invisibility/resistance/speed use MSGCH_DURATION.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6679 c06c8d41-db1a-0410-9941-cceddc491573
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correct.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6429 c06c8d41-db1a-0410-9941-cceddc491573
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random2(y) < x checks, e.g. x_chance_in_y(weight, totalweight). This
should make things a bit more readable. Apply it to a number of files.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6428 c06c8d41-db1a-0410-9941-cceddc491573
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weapon if you insist, you just can't quiver it.)
And another general clean-up.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6149 c06c8d41-db1a-0410-9941-cceddc491573
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chunks_autopickup, swap_when_safe, and show_beam to true.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5457 c06c8d41-db1a-0410-9941-cceddc491573
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to the non-butchering weapon as soon as the player is safe again.
Enabled by setting option "swap_when_safe" to true.
Also, fixed a bug where "not switching back" message wasn't always being
given when butchering was interrupted.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5354 c06c8d41-db1a-0410-9941-cceddc491573
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mutation via a potion of cure mutation.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4800 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4680 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4478 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4477 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4474 c06c8d41-db1a-0410-9941-cceddc491573
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restoration; the amount to be restored can now be specified. Use this
where necessary.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4417 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4342 c06c8d41-db1a-0410-9941-cceddc491573
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account, there's no need to manually backlight invisible monsters
anymore.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4341 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4338 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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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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+ bug: if wield sling and no quiver, then pick up stones: should quiver
+ implement: save and load (does not break saves)
+ remove: fire_quiver_best
+ remove: you.quiver
+ bug: identifying items doesn't update quiver properly
+ rename: you.quiver_change -> you.redraw_quiver
+ test no item because of =f
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4227 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4155 c06c8d41-db1a-0410-9941-cceddc491573
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Using horrific amounts of #ifdef USE_TILE etc, the tutorial
texts now give different information for tiles (mouse clicks)
and non-tiles (key commands).
Unfortunately, while I am confident this is a vast improvement
the new messages for tiles tend to be rather wordy because
"clicking on the item with your left mouse button" is much
verbose than "pressing 'w'". That, and most of the time I want
to print the tile information *in addition* to the general
commands. So, it would be helpful if someone else could go
over the texts at one point - there's no need to hurry, though.
Also a bit of general improvement, which is always nice. I'd
somehow forgotten to include a tutorial trigger for mutations,
and of course the first potion I tried was mutation. :)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3941 c06c8d41-db1a-0410-9941-cceddc491573
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distinct potion types to make stacking easier. Coagulated blood
is not created randomly, and aging potions of blood turn into
potions of coagulated blood, so none of that changed. Well,
except the name: congealed -> coagulated. This also means that
they now have distinct descriptions, though seeing potions in
your inventory coagulate will identify both of them.
And I checked: potions in shops will coagulate as well and
disappear. Coagulated blood is cheaper, but if you need it you
won't want to wait around, right?
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3884 c06c8d41-db1a-0410-9941-cceddc491573
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Should this be too strong (they have insane regeneration already)
it should be easy enough to revert.
Also renamed all static functions in abl-show.cc and player.cc to
follow the new coding conventions.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3792 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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