| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
| |
Rather than assuming all food is long-term useful for the temporarily
undead, instead check what would happen if we weren't a lich.
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Now that there are only 7 (including chunks), there's no reason to not
have as many as possible of a single type (because of weight being gone),
you often might want to just have one slot of non-chunk food. The
categories before weren't quite obvious (preserved meat didn't include
beef jerkies apparently). Now you can just set whichever food type you
found the most of to be picked up and everything else off.
The downside is that this clutters the menu. If it's too much, possibly
the categories could become chunks, meat, bread, fruit, and other,
splitting bread and fruit for a Ko of Fedhas, for example. That only saves
two lines on this, though.
|
| |
|
|
|
|
|
|
|
| |
.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!
|
| |
|
| |
|
|
|
|
|
|
| |
We were returning a pointer to the character data of a stack-allocated
string, leading to corruption of the name in the item cache. Have
jewellery_type_name return a string instead.
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
| |
And de-indent l_item_do_subtype() slightly.
|
| |
|
|
|
|
|
|
| |
It is still useful for blood potions and for vault-generated corpses.
This reverts commit 4fb28e2dc24408ca7f051719cf5fba8d97e4b4ea.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
This function was misleadingly named (it only provided the skill
used for melee weapons, not ranged weapons), and incomplete;
code along the lines of "is_ranged_weapon(*it) ? range_skill(*it)
: weapon_skill(*it)" was scattered in about half a dozen different
functions. I've corrected both of those problems (renaming weapon_
skill() to melee_skill() and adding item_weapon_skill()), and also
possibly fixed two bugs in the process - an l_you.cc function that
claimed to provide the skill used for the starting weapon (but
actually only gave the melee skill), and unrand creation code that
checked if a potential unrand swap used the same (melee) skill as
the weapon type being generated.
|
|
|
|
|
| |
We were checking "18 decaying runes of Zot", which wasn't matched by our
default autopickup_exceptions rule.
|
|
|
|
|
|
|
|
|
|
|
|
| |
!para was sort of problematic in that in combat, it would basically be a
game-over effect, especially at the low HP people generally panic-quaff
at, and almost entirely harmless outside of combat. Neither effect is very
interesting. Dispelling has the potential to be bad, if you hadn't
identified it and had used some other buffing potions, and lends itself
to many more interesting tactical situations.
"Cancellation" is just the first thing that popped into my head; feel free
to send buckets of paint to recolour the bikeshed with.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
| |
Their peculiar depth restriction meant that when you found them, they were
quite harmless. Even if the restriction were removed, they would be
basically the same as potions of poison, since when they might be harmful
the player would have little enough HP that the weaker potion could kill
them.
Their weight is distributed evenly among all other potions -- a very
slight buff seems like a fine thing to do, especially since potion
generation at D:2-10 isn't considered too good.
|
|
|
|
| |
If you can't wield the rock, you can't use it to enhance Sandblast.
|
| |
|
|
|
|
|
|
|
|
| |
The -objstat command-line option will generate iterations of the given
levels, compiling stats on every item and monster generated, and
average the results over the iterations. It's only available in debug
builds and uses the same map specification format as -mapstat. The
default number of iterations is 100.
|
|
|
|
|
|
|
|
|
| |
A good deal of functions move to the two new files, mon-poly and
mon-message. Of the others, some go to where they are used, some to
mon-util, and a few are made member methods of monster.
This probably breaks Xcode compilation, and I'm not able to test
the changes I made to MSVC that will (hopefully) keep it working.
|
|
|
|
|
|
|
|
| |
Generally it doesn't create interesting decisions because dragons are
such a small group and are mostly a subset of monsters slowed by the
freezing brand. In addition, it has rather arbitrary effects against
players, hitting some for an degenerate amount of damage while ignoring
others.
|
|
|
|
|
|
|
| |
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.
|
|
|
|
| |
And allow auto-identifying the last scroll to work again.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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.]
|
| |
|
|
|
|
|
|
|
|
|
|
| |
Phase out ARTP_ACCURACY, rename ARTP_DAMAGE to ARTP_SLAYING which now
combines both Acc+ and Dam+ bonuses.
Bracers of archery are +4 now instead of +5,+3.
[Committer's note: fixed a description and cleaned up various other
small issues.]
|
| |
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
| |
Wieldability, usefulness of butchery and chunks, tile wield tip, and
monster food pickup.
|
|
|
|
|
| |
In the terse name only (inscriptions, % screen, and wielded/quiver). This
way it will, I hope, be clearer that the item doesn't do anything special.
|
| |
|
|
|
|
| |
Since it no longer does anything.
|
| |
|
| |
|
|
|
|
|
|
| |
The amulet of conservation and cloaks of preservation are no longer
necessary without item destruction. Maxwell's patent armour now has
the resistance ego and grants rF+ and rC+.
|
| |
|
|
|
|
|
|
| |
Sausages, snozzcumbers, oranges, bananas, lemons, pears, apples,
apricots, chokos, rambutans, lychees, strawberries, grapes, sultanas,
and cheese.
|
|
|
|
| |
In the same way that wands of hasting/teleport aren't useless with stasis.
|
|
|
|
|
|
|
|
|
| |
The name works just as well with bee themes, but also fits with the
occasional jelly theme that vaults have. I also feel that it's a bit
more iconic.
Thankfully the bikeshed doesn't even have to change colour -- they
were always both yellow.
|
|
|
|
|
|
|
|
| |
Not removing DUR_AMBROSIA yet because ideas on ##crawl-dev such as
giving the effect to !magic have been proposed.
Once again, somebody might want to review my vault edits. I mostly
replaced ambrosia with honeycombs.
|
|
|
|
|
|
| |
Somebody else might want to review my vault changes - I mostly replaced
them with honeycombs, which might be a problem, for example, in the
Jiyva vaults.
|
|
|
|
|
|
| |
They're already distinct from other undead in that they can mutate sometimes,
and thematically they're all about changing state and form. They could already
mutate while starving via benefical mutation, even.
|
| |
|