| Commit message (Collapse) | Author | Age | Files | Lines |
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Amulets of stasis blocks:
- Teleport self
- Blink in all forms
- Slowing
- Hasting
- Paralysis
- Petrify
- Berserker rage
The amulet auto-ids the first time it triggers.
The amulet does not affect existing conditions (such as an existing Haste spell or an existing post-berserk Slow).
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This replaces "protection" on all ranged weapons, and will only generate
on those.
This commit also fixes shopping values for the new needle brands.
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calc_mp() only seemed to be called when games are loaded, meaning that
putting on the unrand Hat of Pondering did not cause the player's max MP
to immediately increase.
Saving and reloading fixed this. The same happened with removing the
hat: the player's max MP stays at the same value as when the hat was
worn. Saving and reloading also fixed this.
Fixed this by calling calc_mp(), and also cleaned up the code slightly.
It still doesn't seem to be printing the "Your magic
increases/decreases" messages, however.
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This re-uses several ideas from the Emerald Eye FR, and implements the
spell "Mislead": this grants the "Misled" status effect to the player,
and causes on-level monsters to appear (glyph, name and tile) to be
other monsters. Only their appearance is changed.
Healing potions and rain remove this status effect.
Mara also has a beefed-up version of the Rakshasa clone spell: it
instead creates an "exact" clone (slightly altered spells list, and
non-unique status for his clones). Only two will ever be created at
once.
Finally, he has the spell "Summon Player Ghost". This spell creates a
ghost of the player (though marked as a summon, meaning that it
(shouldn't) register a milestone, though it will be treated as a
self-ghost kill) that is hostile. Only one of these should be existant
at any one point in time.
I'm pretty sure that I haven't broken anything, but would definitely
appreciate someone sanity-checking this commit.
Known minor issue: Kirke's summon ugly things being cast while having
the Misled status causes them to show up with no glyph.
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Don't allow Deep Dwarves to use spirit shields as a free source of
regenerating HP.
However, this simply stops natural regeneration. Potions of magic,
crystal balls, staffs of channeling, and other God powers (Makhleb,
Vehumet and Sif Muna) are still acceptable methods.
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Also update 1 use of DUR_PARALYSIS I missed previously.
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Add (and use) player methods for setting/increasing durations.
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Specifically potions of resistance and the helm card.
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Ponderous items stack * The ponderous brand can be placed on all armour.
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matters for Che.
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Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
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Complete with removal-over-water blocking! Logic is very fiddly,
don't trust it to not kill you.
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Fix a bug where wielding a non-weapon artefact would do nothing, but
unwielding it would could change your stats, leading to permanent stat
loss (or permanent stat gain). Now unwielding an artefact
armor/jewellery which you accidently wielded has no effect.
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Since the game won't let you waste (known) scrolls or wand charges of
teleportation if it's known that you can't teleport (you're wearing an
identified artefact which prevents teleportation) do something similar
for invisiblity: if you're haloed because of worshipping TSO then
refuse to use known wands or potions of invisibility, and if you're
glowing from magical contamination then prompt before usage (since the
glow *might* wear off before the invisibility).
Also: 1) add some informational messages about the interaction of
invisibility and being backlit, 2) if you use-identify invisibility
while haloed then just print a message, but don't actually get the
invisibility duration.
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using weapons of speed and boots of running.
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Signed-off-by: Steven Noonan <steven@uplinklabs.net>
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Setting LOS_RADIUS in defines.h now works. Fixed a couple of
things to allow this, including an apparent off-by-one error
in crawl_view -- not quite sure this doesn't break anything.
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Mostly rename functions from terrain.h that accept features of typ
dgn_feature_type from grid_is_* to feat_is_*.
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Fix some conditions causing permanent stat loss or gain for Mf with
stat modifying boots.
Unmerge boots when the player starts levitating or flying on a water
square.
Use move_player_to_grid in blink, semi-controlled blink, and
teleportation.
Also fix a bug where Mf could random teleport into solid walls.
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This broke Visual C++ builds.
Signed-off-by: Steven Noonan <steven@uplinklabs.net>
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When worn, all non-poison damage will drain mana instead, hurting hp
only after mana is depleted.
The cap brand is intended only for a fixedart, but per dpeg's request,
it will be generated on ordinary caps for now, as a test.
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* 2856912: being turned into a pig while berserk complaining about being
"too berserk" when unequipping the weapon
* 2849963: shields working even when melded
* 2845355: melded equipment not being affected by remove curse
* 2836148: disallow toggle_with_I if you've got a spell on 'I'
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10671 c06c8d41-db1a-0410-9941-cceddc491573
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* patch 2849505 by weyrava: make submerged monsters use the correct colour
* patch 2857771 by caotto: another Feawn update
* patch 2838771 by camedo: add potions of brilliance/agility
* BR 2841651 by bookofjude: allow Merfolk to control-tele into deep water
Now we need tiles for the new potions!
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10669 c06c8d41-db1a-0410-9941-cceddc491573
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plus: thrown weapon permabrand being removed when
DUR_WEAPON_BRAND is active
plus: double messaging of "You are now empty-handed."
Fix 2810517: Added a pre-ability requirements check that handles Lugonu's
enter/exit abyss, berserking, recite, breath attacks and
some more. If the requirements aren't met, the check fails
before the success check, thus no turn is wasted.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10360 c06c8d41-db1a-0410-9941-cceddc491573
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specifically code for equipping, unequpping, an equipped unrandart doing
something every time world_reacts() is called (special wield effects),
melee hit effects, and evoking. Left hardcoded outside of art-func.h:
* Sword of Cerebov temproarily downgrading the defender's fire
resistance.
* Staff of Olgreb boosting poison spells, as if it were a staff
of poison.
* Vampire's Tooth always getting maximal vampiric drain.
* Mace of Variablity's initial pluses being chosen at creation time.
* Since what used to be special wield effects is now handled very
differently, noisy weapons and the lantern of shadows effects
are handled with player attributes rather than SPWLD_NOISES and
SPWLD_SHADOW.
* Unrandarts can now have an elemental colour for their colour
(currently only used for the Mace of Variability).
* Unrandarts' value modification, being special, and being
evil are now handled in art-data.txt rather than being hardcoded.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10055 c06c8d41-db1a-0410-9941-cceddc491573
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this was missed, and add checks for unrandart and special unrandarts where
applicable.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10044 c06c8d41-db1a-0410-9941-cceddc491573
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fixed-art brand_type enumerations.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10041 c06c8d41-db1a-0410-9941-cceddc491573
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(further changes will be much smaller). Breaks savefile compatibility,
and bumps the major savefile version up to 6.
Some changes made to some tiles files, but it hasn't been tested with a tiles
build.
Overview of changes:
* Unrand artefacts are now defined in art-data.txt and is turned into
C code via util/art-data.pl. This has the dual advantage of being
more readable by humans, and that if the unrand data structure
changes then you can just change util/art-data.pl and regenerate
the C code rather than having to change some 70 different C structs
by hand.
* util/art-data.pl automatically updates NO_UNRANDARTS, and also
automatically generates an enumeration of all the unrands which are
equal to their item.special field.
* randart.cc and randart.h have been renamed to artefact.cc and artefact.h,
since the files covers all types of artefacts, and the differences
between randarts, unrandarts and (former) fixed arts have been
minimized since the terms were introduced. Also renamed unrand.h to
art-data.h
* The brands and resistances of former fixed arts are now handled via
artefact properties, but the rest of their special behaviours are still
hardcoded.
* Unrandarts are now distinguished between normal and "special",
with the special ones currently just being identical to the list of
the formed fixed arts. Special unrandarts are randomly generated less
often than normal unrandarts, can be generated in the Abyss if they've
been lost, can't be picked up by monsters, and can't be affected by
Tukima's Dance.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10035 c06c8d41-db1a-0410-9941-cceddc491573
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