| Commit message (Collapse) | Author | Age | Files | Lines |
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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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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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There's probably a bunch more obsolete code for this still lying around.
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This renders it unnecessary to try and preserve the impact of shields on
launcher delay.
A fair bit of now-dead code goes away as a result as well.
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Sometimes, they're there to emphasize a break between two sections of code,
which is good. In a majority of cases, though, they're just inconsistent.
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CMD_EXAMINE_OBJECT, CMD_DISARM_TRAP and CMD_DESTROY_ITEM.
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https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:mutation:stats&#effect_of_strength_on_armour_evp
New formula is: (2/5) * evp^2 / (str+3)
Also, base evasion penalty is rescaled for all armours:
-1 -> -4
-2 -> -7
-3 -> -11
-4 -> -15
-5 -> -17
-6 -> -19
-8 -> -24
-9 -> -27
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Currently, that's only sprint, and not for blink.
This fixes relevant spells and abilities being usable but then doing nothing.
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Unless the failure was caused by an incompatible and unidientifed brand.
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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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It really needs to be ripped out and rewritten, with a stress on making the
formulas sane.
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For spoiled players who use unarmed or have an artefact it is a no-brainer
to wield a missile while read-IDing scrolls.
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They made some sense (gameplay-wise) with the skill boost, but with the
current design, they are not necessary and hurt the flavour (#3792).
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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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If you're interrupted, you're not prompted and forced to switch back to your
cursed weapon. Thus, this exception doesn't work with a monster in sight.
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You can directly unwield only by clicking on your wielded weapon or from
the inventory action. Also add an unwield command to make the inventory
action code simpler.
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While not fatal, having a stat lowered to zero or below can have nasty
consequences. Thus, prompt if we're trying to put on an item known to
have this effect.
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I decided to reuse debug_prompt_for_int() for this purpose.
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Part of issue #2396.
For one, it's a lot simpler and more correct now, and takes into account the
updated uncancellable levitation logic.
Then, it no longer duplicates the scrambling-free-logic. This is really not
something the interface should know about, and if this is done, the check
should not be duplicated. Finally, it now asks the player instead of
outright denying. Aside from scrambling free, there are situations where you
might want to stop levitation anyway (e.g. scramblable lava with enough rF+
if the item has some other bad properties).
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The various equipping effects should eventually move there; for now,
they should only be called throuh (un)equip_item.
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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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We now have much less duplication of logic, yay.
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Some classes were erroneously referred to as 'struct' in forward
declarations, and vice versa.
Signed-off-by: Steven Noonan <steven@uplinklabs.net>
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These were of questionable use and freshness.
Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10363 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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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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* Add another option (*sigh*) covering whether W=T and P=R. (Defaults to
false.)
* Various spacing and comment fixes.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9675 c06c8d41-db1a-0410-9941-cceddc491573
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previously quivered stack.
FR 2594741: Make ')' cycle quiver backwards.
The previous behaviour has been moved to '}'.
The equipped inventory listing ']' now also includes the quivered item(s).
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9164 c06c8d41-db1a-0410-9941-cceddc491573
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tool in case it was autoinscribed {!w}.
* Make TSO reclaim holy wrath weapons an Elyvilon worshipper is
attempting to destroy (flavour only). (FR 2497133)
* Disallow Dissolution outside of the Slime Pits.
* Explain 'e' as "Drain corpses" for Vampires in the command help.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8450 c06c8d41-db1a-0410-9941-cceddc491573
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penetration (not phasing) for launchers and shadow, penetration, dispersal,
exploding, steel and silver for ammo. Never randomly generated.
If a launcher of venom is used to launch flame or ice ammo then the resulting
bolt will be poisoned, just like poisoned ammo launched from a launcer of flame
or frost.
Put missile beam setup code that's common to monsters and the player in
setup_missile_beam().
Removed mons_thrown_object_destroyed(), thrown_object_destroyed() is now used
for both monsters and the player.
The bolt struct has several new callback fields that can be set to alter the
beam's behaviour; currently only used by the brands implemented in this commit,
but they should be general enough to be used by anything.
The bolt struct has the new field "special_explosion" which can be used to
cause an explosion with flavour and/or damage dice different than the rest of
the beam.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8449 c06c8d41-db1a-0410-9941-cceddc491573
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chooses a different, random beam flavour (which undoudtedly needs to have their
relative weights changed after playtesting) for each square it passes through,
but in the future it might do things like bounce off walls at weird angles or
animate weapons left laying on the ground.
Added CLOUD_CHAOS, though it doesn't do anything yet.
Monsters which are marked summoned or otherwise given ENCH_ABJ can also be
marked with the type of summoning that happened, which is stored in the
until-now-unused ENCH_SUMMON. This is useful for figuring out if a monster has
ENCH_ABJ but isn't really summoned (like fire vortices created by Fire Storm or
dancing weapons created by Tukima's Dance) so that they won't be affected by
abjuration. It's also currently used to do a different "dissapears in a puff
of smoke" messages for summoned monsters based on the summoning type, so that
monsters summoned by Shadow Creature "dissolve into shadows" and don't leave
behind any clouds, and temporary god gift monsters from good gods "dissolve
into sparkling lights". In the future it might be used to do temporarily
animated corpses, which turn back into a corpse when killed or when the
animation runs out.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7778 c06c8d41-db1a-0410-9941-cceddc491573
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a random type (including enchantments, which isn't so good since they don't
have a visible beam). Might want to add BEAM_CHAOS and make it a beam of that.
Weapons of chaos either does a random brand effect (fire, poison, etc) or a
random chaos effect (which includes cloning the attack victim).
The AF_CHAOS monster attack flavour either does a random monster flavour or
chaos effect (same chaos effects as for weapons).
The relative frequency of all the different effects/brands/flavours no doubt
needs adjustment.
All of this is currently only available via Xom. 10% of all common-type demons
sent in by Xom will be chaos spawn (the only kind that use AF_CHAOS, and never
randomly generated otherwise). All item gifts from Xom which are generated
with a brand will have their brand switched to chaos (this should probably be
made to happen less than 100% of the time). And finally one of Xom's bad acts
is to upgrade a non-branded weapon of a nearby hostile monster to a chaos brand
(this might need to be made less (or more) common).
Oh, and if a randart has a brand which would be identified if it were merely an
ego weapon, it now identifies the RAP_BRAND property of the randart.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7704 c06c8d41-db1a-0410-9941-cceddc491573
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