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* Fix bugs involving branded ammunition and their messages.Jude Brown2010-01-151-24/+22
| | | | | | | | | This fix multiple bugs, including one reported on SourceForge that Poison Weapon wasn't working properly for any launchers; that has now been fixed. This commit should also solve the issue with "poisoned poison arrow" and "arrow of flame of flame". Hopefully we won't see any more of them.
* Merge Firing and Aim lines, per dcss:messagespam.Haran Pilpel2010-01-151-6/+2
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* Various cleanups, use you.weapon() more often, fix a note in README.txt.Haran Pilpel2010-01-131-8/+7
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* Without Spellcasting skill, make L-click on book call read_book instead.Johanna Ploog2010-01-121-1/+2
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* Remove electric missiles.Adam Borowski2010-01-121-8/+1
| | | | | The launcher brand is still there, currently on the storm bow and 1/5 of branded (ie, 1/3 of them) randart crossbows.
* Fix #388, disallow poison combos except for Nessos.Jude Brown2010-01-121-18/+13
| | | | | | | | | | This commit fixes "poison poisoned arrow of flame hits you" (#388, Core Xii). This commit also removes the ability to combine venom-branded bows with branded ammunition, except for Nessos, who is given an exception. In other words, he can shoot "poisoned arrow of flame", but you can kill him, pick up his bow and arrows, and only shoot "poisoned arrows".
* Change the messages on wielding a weapon of pain. (MarvinPA)Adam Borowski2010-01-111-1/+6
| | | | I dropped "great" from "great ineptitude", though.
* Amulet of stasis, first cut.Darshan Shaligram2010-01-111-0/+43
| | | | | | | | | | | | | | | 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).
* Amulet of Faith, mark I.Darshan Shaligram2010-01-101-1/+34
| | | | | | | | | | | | | | Amulets of faith have these effects: - Piety gain is 1/3 faster. - Gods that protect from harm are more likely to do so (your piety is 1/3rd higher for such checks). - Xom piety walk is 1/3 faster. - Xom is more likely to act. - Removing the amulet leaches away some piety, but will never cause excommunication, or drop piety too close to excommunication. Amulets auto-id if the player already has a religion, or when the player acquires a religion while wearing the amulet.
* Rename transfor.{cc,h} to transform.{cc,h}.Adam Borowski2010-01-071-1/+1
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* Frenzy needles count as hasty for Cheibriados purposes.Jude Brown2010-01-071-0/+5
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* Unlink Slings and Throwing. (Vandal)Jude Brown2010-01-071-10/+0
| | | | | | | | | | Using slings also trained throwing; slings and their uses don't work at all off the throwing skill, so it seems utterly pointless to do this. I am assuming the reasoning is that slings use stones, and stones use throwing, but I think that's a bit confusing. It also means that extraneous EXP is sunk into throwing with really using throwing.
* Change "wrath" needles to "frenzy".Jude Brown2010-01-071-1/+8
| | | | | | | | | This introduces a new monster enchantment: ENCH_INSANE (or frenzy), sends the monster neutral and berserk at the same time. The needle now has the effect of causing this enchantment, instead of just sending monsters berserk. It now actually has some use, even if it is slightly risky.
* Call them "<missile> of <brand>", not "bolt of <brand>".Jude Brown2010-01-071-4/+3
| | | | | | | | | | Using the bolt terminology provides confusion if the weapon in question is a sling or a bow and not a crossbow, and as the relevant brands are "frost" and "flame", it causes confusion with "bolt of cold" and "bolt of fire". The relevant bolt names for wands of flame and frost are "puff of flame" and "puff of frost".
* Fix bows of venom branding ammo permanently (#347).Jude Brown2010-01-071-1/+2
| | | | | | | | | The previous behaviour of venom weapons was to automatically brand the ammunition regardless. This meant that temporarily branded weapons (now using Poison Weapon) permanently branded the ammunition as such. Instead, now check for temporary brands; the behaviour will remain the same as before for permanent venom branded weapons.
* Saving throws for new needle brands (syllogism, Twinge, others).Jude Brown2010-01-061-1/+49
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | The current needle brands are overpowered in the fact that you can practically paralyse or confuse anyone (including Cerebov) with little or no effort. Twinge has kindly provided a workable formula: it includes a 2% chance of automatically applying the brand to monsters with less than 15 HD. The raw formula is: 2 + random2(4 + throwing skill + blowgun to_hit) > monster HD. Twinge also provided the following statistics of success: With no skill you're still at 100% to proc on HD1 or HD2 (gnoll, D1 monsters), 75% on HD3 (Sigmund), 50% on HD4 (Divessa), and 25% on HD5 (ogre). With say 4 skills as an early Assassin, you're up to 56% on an Ogre, or 33% on a Yak. We still may need to investigate the possibility of resistances; with this code, there is still a chance of confusing or paralysing Cerebov, but one would need a high Throwing skill and an extensively enchant blowgun to achieve. Eronarn has suggested re-using the multiple levels of resist poison, or possibly using a new type of multi-level resistance to "organic compounds". Finally, descriptions will need to be updated somewhere to include information about high skills and enchantments allowing you to overcome monsters' resistances; this currently does not include poison or curare, though.
* Throwing needles does not confer status affects.Jude Brown2010-01-061-12/+16
| | | | | | A temporary change at the minute; this is to prevent needles of wrath being used as a re-usable source of berserk by having the player throw it at themselves.
* Auto-id rings of regeneration (Vandal).Adam Borowski2010-01-061-1/+7
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* Remove unused static fn (Napkin).Darshan Shaligram2010-01-041-10/+0
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* Restore poisoned missiles to their rightful gloryStefan O'Rear2010-01-041-36/+3
| | | | | | | Poisoned missiles shot by the player have been much weaker since pre-Soup days, and the best explanation I know is that this is to compensate for the existance of permanent branding spells. Now that those are gone, we don't need the confusing power disparity.
* Tweak wording on SPMSL_PENETRATION (dshaligram)Stefan O'Rear2010-01-041-1/+1
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* New (ranged) weapon brand: evasion.Jude Brown2010-01-031-0/+4
| | | | | | | This replaces "protection" on all ranged weapons, and will only generate on those. This commit also fixes shopping values for the new needle brands.
* New needle brands! Sleep, paralysis, rage, confusion, sickness, slowing.Jude Brown2010-01-031-0/+107
| | | | | | The numbers and the names will likely need tweaking. Better throwing skill and blowgun enchantment will increase the duration of most of the effects, except for sleep and rage.
* Axe shield leakage [Mantis 300]Stefan O'Rear2010-01-021-19/+2
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* Give player-zapped wand bolts the "friendly" attitude. Fixes bug 0000244Johanna Ploog2010-01-021-1/+2
| | | | (Xom being amused by the player zapping beneficial wands at himself.)
* Fix MP+X property in unrands (Mantis #294, Vandal).Jude Brown2010-01-021-8/+8
| | | | | | | | | | | | | | 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.
* Another ranged combat target: branded launcher + branded ammo.Jude Brown2010-01-011-0/+10
| | | | | | | | | | | | This specifically allows for the combination of poison + flaming arrows, so that Nessos is not unfairly nerfed. Otherwise, launcher brands will not affect ammunition at all. They will only apply to unbranded ammunition. I'm not too sure on this myself. The idea that a flaming bow does not affect a missile of frost, or vice versa, a freezing bow does not affect a missile of flame is a little bit odd. It's possible that I misunderstood, and if so, this commit should be reverted.
* Continuation of the range combat overhaul: branding spells.Jude Brown2010-01-011-1/+6
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | As outlined in dpeg's ranged combat overhaul, branding spells should no longer be permanant, nor apply directly to the ammunition. This commit removes all previous "<X> Ammunition" spells, including the original "Poison Ammunition" spell. Instead, branding ammunition is now done via the launcher and the currently existent weapon branding spells. Currently, those that can be applied to a launcher are: Fire Brand, Freezing Aura and Poison Weapon. There is the capacity of Excruciating Wounds to also be applied, but this would require the addition of the Pain ego for missiles, of which the mechanics would need to be decided upon first. Like temporary brands on weapons currently, these brands on launchers are permanantly affixable by using a scroll of vorpalise weapon. This commit also overhauls the Arcane Marksman class. It began by removing the non-existent ammunition spells; this left Devastating Missiles with two spells: haste and deflect missiles. On reflection, I decided to delete the book instead. The Book of Elemental Missiles was easily adjusted by replacing the three branding spells by the existent (and aforementioned) branding spells. As there are no (according to the 0.6 ranged combat overhaul spec) spells intended for use with translocation effects on missiles, this left The Book of Warped Missiles rather empty. Attempts were made (with discussion with Eronarn on IRC) to work out something else to fill up the Book of Warped Missiles with, but I made the decision to get rid it instead, as the only good suggestions basically made it the Book of Spatial Translocations, and in that case, the player may as well select the warper class. We also discussed whether or not to remove Poison Weapon from the Elemental starting book; I decided it was best to leave it now, but increase its level from 2 to 3, to give the book more of a range of levels (starting a Spriggan Arcane Marksman had all the spells listed as "excellent" or "very good"; more on this shortly). I also decided that Repel Missiles is over-used in this context, and upon Eronarn's suggestion and sorear's agreement, have replaced it with Cause Fear. I think this will provide for interesting game play, and that the level of the spell is suitably high enough for it to not be abused. I also made the executive decision that "Elemental Missiles" was no longer an appropriate title, as it didn't contain any ammunition-specific spells any longer, and have renamed the book to the "Book of Brands". It is now: Book of Brands Level 1, Corona Level 2, Swiftness Level 2, Fire Brand Level 2, Freezing Aura Level 3, Poison Weapon Level 5, Cause Fear As the Arcane Marksmen class is now launcher-specific, rather than ammunition-specific, I have adjusted it to no longer give Hill Orcs, Sludge Elves and Merfolk javelins and throwing nets (they get bows like everyone else), and made the decision to ban Trolls and Ogres from the class altogether. The reasoning here is that they have bad launcher aptitudes, and as they are described as "marksmen", it makes no sense to give them a book full of launcher-specific spells and some large rocks and throwing nets. This change could, of course, be reverted, and they could simply be given bows, crossbows or slings as relevant, in line with all other races being given launchers and ammunition. I have adjusted the starting skill levels for enchantments, spell- casting and dodging to that of Crusaders. I have also removed Poison Ammunition from the Book of Envenomations, and replaced it with Poison Weapon instead. Finally, I have increased TAG_MAJOR_VERSION to 14.
* Subsume Darts skill into Throwing.Jude Brown2009-12-311-12/+11
| | | | | | | | | | | | | | | | Instances where Darts skill was previously check (such as blow guns, throwing of darts, etc), now check the throwing skill instead. This causes a few problems: * missile acquirement is possibly skewed now * aptitudes are now wrong, and should be adjusted This doesn't include code to compensate for large monsters that used to have a good throwing skills and bad dart skills now using the lower throwing skill, and vice versa, but it's a major start. TAG_MAJOR_VERSION was bumped in the previous commit. Hopefully I haven't broken anything too major, but if so, the commit can be reverted.
* Remove hand crossbows.Jude Brown2009-12-311-12/+0
| | | | | | | | | | | | | | | | | | This involves a lot of changes, and also increments TAG_MAJOR_VERSION to 13. The unrand "Sniper" is now a crossbow (hopefully its current title is still suitable for this task), and thieves no longer start with hand crossbows (but still retain darts). Wanderers with crossbow skills will now get a crossbow and bolts. This may be overpowered, but I didn't want to change the code here too much. It can always be adjusted. This removes the "quiver_type" enum from enum.h, and uses NUM_AMMO in the player.h quiver vector instead. Random elves that generated with hand crossbows before no longer do so, and this has not been replaced by normal crossbows. I hope that's everything!
* Give move/copy_item_to_grid responsibility for hazardous terrainStefan O'Rear2009-12-291-19/+2
| | | | We now have much less duplication of logic, yay.
* Replace uses of item_cursed with item_def::cursed.Vsevolod Kozlov2009-12-271-21/+21
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* Add default answer 'n' to several instances of yesno().Johanna Ploog2009-12-261-4/+4
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* Auto-ID rods when wielded (cbus).Jude Brown2009-12-261-0/+13
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* Let ghouls wield vampiric weapons. Change the wield fail message.Adam Borowski2009-12-241-1/+2
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* Replace long debug message calls with dprf(), except for cases where a dumb ↵Adam Borowski2009-12-201-14/+4
| | | | | | compiler could call unnecessary functions. For paranoia, I left even any uses of std::string.
* Fix mummies being unable to use vampiric weapons (in line with the FRAdam Borowski2009-12-201-1/+1
| | | | and former behaviour).
* Remove code duplication by making artifacts use SPARM_SPIRIT_SHIELD.Adam Borowski2009-12-151-10/+0
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* Fix equip funcs of artefact armour and jewelry being called with no show_msgs.Adam Borowski2009-12-141-1/+2
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* Tidy up bracket placement according to our coding conventions.Johanna Ploog2009-12-101-1/+2
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* Fix indentation.Johanna Ploog2009-12-081-3/+2
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* Add a --more-- prompt after immolation scroll (Napkin).Jude Brown2009-12-061-0/+1
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* Fix indentation.David Lawrence Ramsey2009-11-291-7/+7
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* Add formatting fixes.David Lawrence Ramsey2009-11-271-10/+28
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* Remove header includes from mon-place.h.Robert Vollmert2009-11-271-0/+3
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* Remove further header-include. env.h now always directly included.Robert Vollmert2009-11-271-0/+1
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* Fix Deep Dwarf's Guardian Spirit message being shown for all races (mumblerit).Jude Brown2009-11-271-1/+2
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* Un-underpopulate '4's by adding sixfirhy: elec theme, unorthodox timings.Adam Borowski2009-11-261-1/+12
| | | | | | | | | | | | | | | Sixfirhies move in bursts: speed 30, but act only on 4 turns out of 12. They also get a bonus to moving compared to other actions (move cost 60%). Damage brand is AF_ELEC -- it's unproportionately dangerous, so the numbers only look small. Also, electricity heals them! It won't bring the back from over the edge if physical part of damage got them to 0 hp or less, in this case, they'll explode instead. Keeping with the long tradition of Crawl's demon names, the credit for this one goes to timecircuits' cat.
* Implement reaping as a melee brand.Adam Borowski2009-11-251-38/+2
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* Stop Deep Dwarf MP from regenerating with spirit shield.Jude Brown2009-11-221-0/+8
| | | | | | | | | 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.