| Commit message (Collapse) | Author | Age | Files | Lines |
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The 'patchy holes' in the map generally didn't hide anything
important, especially since in the most common cases when they
were relevant (portal vault entrances), you could generally look
at the surrounding tiles to guess where the entrance was. The
primary effect, in practice, was occasionally fucking with
autotravel.
Making *non*-patchy holes in the map would be an interesting
variant, but harder to implement; this is a simple improvement
to make in the meanwhile.
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Even if you said 'yes', the game would only tell you that you
couldn't do it anyway. (Since it would do nothing but poison/rot
you!)
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If the form suppresses a mutation that prevents use of an armour slot,
continue listing items for that slot as useless even while in that form.
This also prevents, e.g., transformed formicids acquiring hats.
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Ideally, we wouldn't be using special for unrands totally different from
how items of the same type do, but that's less trivial than this commit.
A centralised place to check for being an unrand should at least make such
a change easier.
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.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!
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Having a spell work in two completely different ways depending on context
is unintuitive, and self-casting it is the much more interesting use.
Makes the spell unmemorisable for species without blood (Gargoyle, Ghoul,
Mummy). Species that can't bleed get both level 1 spells from the first
Kiku gift. Has some ugly duplication of lists of species that can't bleed,
because using player::can_bleed won't correctly handle statue- or lich-
formed players even with allow_tran = false, due to them changing the
player's holiness.
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Also fixes swapping armour with W being faster than T -> W.
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Instead of specifying HANDS_ONE or HANDS_TWO in Weapon_prop[]
(which were... misleading at best), there's now a min_2h_size
and min_1h_size field. The former controls the minimum size a
player or monster must be to wield the weapon at all; the latter
is the minimum size required to wield it with one hand.
This means that giants can now wield daggers (unlike before);
if necessary, a max_size field can be added, but this seems a
low priority to preserve.
This breaks formatting of Weapon_prop[] a bit; apologies.
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Make it only prompt for cancellation when that would actually
waste the scroll, and remove some archaic checks to avoid
iding -tele equipment for free (since that's all auto-id'd now
anyway!)
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Since the scroll no longer always makes unbranded weapons vorpal.
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This reverts commit 914a5a54c88097f516b8b673c6976124132b5bf0.
This was intentional (See: 62a6f3cdfa5ad)
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An unintended byproduct of the ?ew merge.
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For consistency with enchant armour, and to remove the breakpoint at +4.
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Chris Oelmueller made an excellent patch for this, but unfortunately it
was rather rotted by the time somebody decided to look at it. It was
easier to recreate than update. I've also added some tiles stuff which
was missed in the original patch.
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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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No longer handle reading enchant weapon on ammo stacks.
This has not been possible for a while: 0.11-a0-1800-gec45d1d
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Don't keep the old brand on Tukima's, make ?bw make sense, and don't
allow rebranding a blessed weapon (this includes with the scroll).
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Toting around an unbranded weapon just to be able to swap to it
is no fun, and not even that much more of a difficulty; maybe it
just means getting pain out takes 0.7 more turns or so. You still
can't overwrite artefacts, of course.
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This reverts commit 7e81480cda18144ff185f5248639a072b654deff.
Turns out I missed some calls to random_choose_weighted(), this change
might not even be worth doing.
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For consistency with random_choose().
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Elec and venom launchers already use the same brands, and with ranged
code more similar to melee code this change actually simplifies most
code. There should be no gameplay change though some weird brand picking
code for launchers was refactored, which might have some effect.
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When enabled, you will always be prompted to choose a hand/tentacle when
equipping a ring, even if you currently have some empty slots, or if one ring
is cursed, etc. As a result, "Px>" should always result in "put ring x on
right hand", and never "put on ring x, then go downstairs", for example.
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Wieldability, usefulness of butchery and chunks, tile wield tip, and
monster food pickup.
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Since the message gave almost all the information up anyway.
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Moving corpses and skeletons to other levels or to other locations
within a level is tedious but may be optimal for corpse rot and god
abilities like Kiku's corpse prayer. This commit prevents the player
from picking up or apporting carrion. It generalizes the code used for
nets being stationary, and cleans up and documents various bits of
related item pickup code.
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Should be no functional change.
(commiter's note: tweaked the comments.)
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It didn’t do anything interesting. Otherwise, rebranding branded weapons
would not be randomized either.
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Certain issues with player delays make changing you.time_taken an
undesirable system. The random chance version of blurry vision is still
not good, but the consensus is that it's tolerable until these issues
are worked out.
The removal of the effect of blurry vision on trap detection remains.
This reverts commit 94537065d378a10efb3c0ace0ae552999f5b43c4.
This reverts commit 6408390c0a71c47526449d54ecf58905d96b9575.
This reverts commit becff2d3de3a8f051d38f2be104411722b6b89f4.
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Instead of the awful random chance of failure, which made you press r
over and over.
Currently adds a half turn per level, affected by Haste and Slow.
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If the left ring was a artefact and the right ring a non-artefact of the
same base time, we failed to ask which to swap out.
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Not currently relevant, but might be if a SZ_LARGE or greater item-using
form is added.
(cherry picked from commit 0f69f1eb2bc0a8c8596bfd6a9c3515eb4d2a87df)
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