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path: root/crawl-ref/source/itemprop-enum.h
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* Rename a now-incorrectly-named constant.Neil Moore2014-07-311-1/+1
| | | | And improve a comment.
* Rebalance crossbowsNicholas Feinberg2014-07-131-1/+11
| | | | | | | | | | | | | | | | | | | | | | Again as a result of the ranged weapons rebalance, crossbows needed to change. The analogy here is long blades' to bows' m&f; better return on skill investment & a higher power cap, but rarer. Hand crossbows are added as a starting type, "something like an armour-piercing dagger"; crossbows are upgraded to arbalests (a little worse than a glaive), and a new rare triple crossbow type is added on the top end (a little worse than a bardiche, though with a lower skill cost.) Please note that the triple crossbow historically existed & is extremely verisimilitudinous. Hellfire is now an arbalest, and Sniper is now a triple crossbow (well, a "heavy crossbow", since it has mindelay of 27 instead of 22, and since I didn't want to have to change the sprite). All crossbows have a mindelay of at least 1.0; this is an attempt to differentiate them. Possibly something more ambitious will be attempted in 1.6, but this is a first step.
* Rebalance slingsNicholas Feinberg2014-07-091-1/+12
| | | | | | | | | | | | | | | Slings numbers (along with the other launchers') needed to be rebalanced after the recent ranged combat rework. The approach here is essentially analogous to the staves skill; good return for xp investment, but a limited power cap, especially if you don't find the rare upgrade weapon type. Slings renamed to 'hunting slings' and upgraded from 2->5 base damage (and 12 base delay); new, rare "greatsling" added, with 8 base damage and 14 base delay. Punk upgraded to the latter type. Thanks to Lasty for providing a baseline math suggestion!
* Remove the dragon slaying brandreaverb2014-06-181-1/+1
| | | | | | | | 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.
* Rename "vampiricism" to "vampirism" (ChrisOelmueller, #8435)reaverb2014-06-151-1/+1
| | | | | | | 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.
* Plus2: Combine all three enchant weapon scrollsChris Oelmueller2014-06-141-1/+5
| | | | | | | | | | | | | | | 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.]
* Merge branch 'mon-pickup'Shmuale Mark2014-06-111-1/+5
|\ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | The problem with monster pickup of the type that this branch removes is that it encourages tedious behaviour to achieve the optimum result. While in general people don't bother to pick up every weapon and armour and stuff it upstairs, that would be a way to prevent monsters from ever picking up items you've seen. With Apportation, you don't even have to reach the item, and on a mummy, say, you don't even have to worry about the infintesimal food cost. People do already do this for chaos and distortion weapons, and it is not a very good thing. Not allowing allies to pick up items is related, in that it means that the code can be simpler, but it also has problems of micromanagement, weirdnesses with the ctrl-T command, and allies already have their share of problems. I hope that the compensations for Beogh and mercenaries make up for what is lost in terms of fun. Conflicts: crawl-ref/source/tag-version.h
| * Split off armour and shield upgrade code.Neil Moore2014-05-291-1/+3
| | | | | | | | And document that enum order matters.
| * Give Beogh a chance to upgrade armour of orc friends.Shmuale Mark2014-05-291-0/+2
| | | | | | | | | | | | | | I'm really not sure what a good chance would be, but I think that given the number of monsters your orcs will kill, a high rate will get them all wearing large shields and plate too quickly. This might be paranoia, and HD/250 could end up being way too low.
* | Combine the frost/flame and freezing/flaming brands.Shmuale Mark2014-06-101-0/+2
| | | | | | | | | | | | | | 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.
* | Remove some unused enumsontoclasm2014-06-021-22/+0
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* | Remove darts.Shmuale Mark2014-05-301-0/+2
| | | | | | | | | | | | | | | | | | | | They don't have much use outside the first level of D (possibly also the second): popping spores, killing slow things, waking up sleeping monsters, etc. are all served just as well by stones, and anybody who really wants to do damage with throwing would be better served with tomahawks before they find javelins. For one case where they could be useful (dispersal), tomahawks have been given a chance at the dispersal brand.
* | Remove jewelry and armour sources of conservationgammafunk2014-05-281-1/+3
|/ | | | | | 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+.
* Remove some foods.Shmuale Mark2014-05-261-1/+7
| | | | | | Sausages, snozzcumbers, oranges, bananas, lemons, pears, apples, apricots, chokos, rambutans, lychees, strawberries, grapes, sultanas, and cheese.
* Rename honeycombs royal jellies (PleasingFungus).Shmuale Mark2014-05-211-2/+2
| | | | | | | | | 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.
* Remove Ambrosiareaverb2014-05-211-0/+2
| | | | | | | | 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.
* Remove royal jelliesreaverb2014-05-211-0/+2
| | | | | | 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.
* Standardize some save compact codereaverb2014-05-101-1/+1
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* Remove decks of dungeons and a number of now-unused cardsChris Campbell2014-05-091-0/+2
| | | | | | | Decks of dungeons were no longer gifted and only generated very rarely. Most of the cards in it (as well as some cards just removed from wonders) were either uninteresting or problematic for various reasons. The removed cards are Experience, Sage, Water, Glass, Trowel, Minefield.
* Rename "bow" to "shortbow"Chris Oelmueller2014-05-051-1/+1
| | | | For a clear distinction of "bows" the skill, and from "longbow" the weapon.
* Replace rings of hunger/sustenance with loudness/stealth in-placeChris Oelmueller2014-04-301-2/+2
| | | | | Those give one level of -50/+50 stealth each. Stealth is priced at old sustenance level (but often comes cursed), loudness around 50-60 after curses.
* Rename Rod of Fiery Destruction to Rod of IgnitionDracoOmega2014-03-291-1/+1
| | | | | | Having rods of both Destruction and Fiery Destruction was a bit awkward in much the same way that Fiends and Dragons were awkward before they each discovered their respective adjectives.
* Remove some leftover references to racial equipmentChris Campbell2014-03-061-1/+0
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* Remove the rod of venom.Steve Melenchuk2014-02-261-0/+2
| | | | | | | It had OTR (available through staff of Olgreb), Poisonous Cloud (sort of available through the rod of clouds), and Poison Arrow. A multi-spell rod which duplicates effects of other items and whose sole remaining spell is itself a normal spell does not need to exist.
* Rod of demonology -> Rod of shadows.Steve Melenchuk2014-02-261-1/+1
| | | | | Weaves shadow creatures roughly from D:<evocations power> (including out-of-depth D depths).
* Rod of frigid destruction -> Rod of clouds.Steve Melenchuk2014-02-261-1/+1
| | | | | | | | | | | Sprays clouds over a cone-shaped area in front of the caster. At low power it gives rain, mist, or noxious fumes; mid-tier gives flames, freezing vapour, or poison gas; high-tier gives one of three new cloud types - acidic fog, negative energy, or storm clouds. The targeter is from an experimental implementation of a spell called "Scattershot", hence the name and some of the functionality it provides which goes unused here.
* Don't generate racial weapons or launchersChris Campbell2014-02-241-1/+0
| | | | | | | | | | | | The effects of racial weapons were very minimal and unlikely to be noticed. Even if they were made significant, they would only apply to a very small subset of races. The only somewhat notable effect was Beogh's slight slaying bonus (and even that was very minor), this could be compensated for in some other way if necessary. Racial armour has slightly more noticeable effects and currently still remains, but could probably be removed too (potentially replacing the racial effects with armour egos instead).
* Remove the rod of wardingChris Campbell2014-02-181-0/+2
| | | | | | | It's one of the various uninteresting multi-spell rods, with Deflect Missiles as the only notable spell most of the time, and DMsl doesn't work as a rod spell with its recent changes (and probably shouldn't be a rod spell even if it did work properly).
* Remove caps; rename wizards hats "hats."wheals2014-01-121-1/+3
| | | | | | | | | | | | | | | | In the spirit of the glove/gauntlet and helmet types distinction removal, there doesn't seem to be much reason to have both caps and wizard hats. Hats are more common among unrands and wizards starting with hats is more "thematic" than some gladiators starting with caps. on the other hand, those gladiators starting with wizard hats would be pretty weird, so wizard hats are just hats now. Caps not removed: - Caps existing in old saves - Summon cap - Level cap This changes the percentages of hat brands from 2/3 MR and 1/3 int to 1/3 MR, 1/3 int, and 1/3 spirit shield.
* Bastardize double swords.Adam Borowski2013-12-181-2/+2
| | | | | | | | | | | | | | | Bad Star Wars are bad. mm'kay? These multiple swords were an insult to anyone with the slightest clue about how RL weapons work. When it comes to swords, it's all about length-vs-weight. Having two blades attached to a single hilt doubles the weight, makes handling clumsy (as the orientation suddenly matters), increasing air resistance, and all that to... _reduce_ damage -- as two shallow cuts are less deadly than one deep one, especially if any armour is involved. Against armour, glancing hits don't really matter, and a double sword can only do those. Such arguments about realism might seem like busy work to people brought up on MMORPGs, but some of us do care.
* Triple swords are dead, long live claymores!Adam Borowski2013-12-181-2/+2
| | | | 20 dam, -4 acc, 20 delay.
* Rename "sabre" to "cutlass".Adam Borowski2013-12-081-1/+1
| | | | | | | Sabres are a massive category that, while including even short stuff (like cutlasses!), is nowhere near the low end of "long blades" on the average. So we had a "short blade" item whose name included the longest 1-handed long blade...
* Remove bottled efreetsChris Campbell2013-12-041-0/+2
| | | | | They're very rarely useful, and there are now plenty of other much more interesting misc items.
* Revert "The Slimy Ring of Jiyva"Adam Borowski2013-12-021-1/+1
| | | | | | | | It broke save compat, and has some other issues, like using a fake ring type that causes problems with tiles and creating the item in wizmode. This reverts commit 5ab011e9deb7a9e8b6d522446911319bdea28658. This reverts commit 2b49d2d24af5cf060a8476369b60fc6d3bbd6fe7.
* The Slimy Ring of JiyvaBrendan Hickey2013-12-011-1/+1
| | | | | An unrand ring: {rMut contam MR} rMut ceases to function if you murder Jiyva.
* Throw the gauntlets.Adam Borowski2013-11-301-7/+0
| | | | This reverts commit 7f8b6d85697774a182b3f40aca21e2286d5c32a3.
* Shorten DNGN_ENTER_FOO/DNGN_RETURN_FROM_FOO enums.Adam Borowski2013-11-251-4/+4
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* Fix a number of inconsistencies in wizmode artefact handling.Adam Borowski2013-11-121-0/+1
| | | | | Also add a couple of asserts so these are less likely to go out of sync in the future.
* Remove the reaching brandChris Campbell2013-10-211-1/+1
| | | | | It only appeared on whips, so was hardly ever relevant. Reaching as a polearm- only effect works just fine.
* Jump-related save compatibilitygammafunk2013-10-011-1/+1
| | | | | | | The jump enums (two abilities, arte prop, mutation) were previously not added to the proper location, which would break save compat with trunk. Also add a bit of save compat code to give Fe innate jump if loading from a save where they don't have it.
* Add SPARM_JUMPING ego. Wearing this grants the evoke jump attack ability.gammafunk2013-10-011-0/+1
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* Evokable Jump attack abilitygammafunk2013-10-011-1/+0
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * Player chooses a monster target within range where there's at least one valid landing site adjacent to the target. * There must be a monster to target to use the ability, but the monster can be friendly or neutral. * A random valid landing site is chosen, the player is moved to that square, and weapon melee occurs against the target at the landing site. * Jump attacks are melee with the wielded weapon and get a 20% damage bonus * Valid landing sites are always habitable squares with no monster and no thing that's dangerous to the player. * Flying monsters or giant monsters not standing in deep water or lava can 'block' the path of a landing site by being in the ray path from the player to the landing site. * If a visible monster blocks the path to a landing site, it won't be considered as a valid landing site. * If something invisible blocks a landing site, the site will be shown as valid and can be randomly chosen, in which case the player 'rebounds off something unseen' and never leaves the starting square, but wastes a turn (delay 10aut). * If the player is adjacent to the monster, sites adjacent to the player are not valid; you have to 'jump over' the monster in this case. * Player can't jump if exhausted or standing in water/lava/liquefied ground * Exhaustion duration is set after jump (regardless of success) to prevent a second jump, with a duration formula that's the same as the breath duration. * The usual melee checks wielded weapon/friendly etc. checks are performed for the jump melee. * If any of the valid landing sites would cause problems with self-electrocution or sanctuary violation, the player is warned first. * Range is determined by evocations training; starting attack range is 3 (movement 2), and it increases by one at evocations 5 and 10. * The cost of the jump is 2MP and a hunger cost using the same calculation as for flame breath. * The delay of a successful jump is the same as melee delay. * Fail rate for the ability calculation based on evoke taken from breath fail rate code
* Add reminder comments about some arrays that parallel enums.Neil Moore2013-09-301-0/+3
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* Unify NG thrown weapon handling; give small throwers tomahawks.Steve Melenchuk2013-09-251-4/+1
| | | | | | | | | | | | | | | That is, small species that would otherwise get javelins for a throwing weapon now get tomahawks instead of darts; this impacts spriggan, halfling, and kobold hunters, arcane markspeople, and gladiators. Enchanters and warpers still get darts. Where the base class would get five javelins, small throwers get eight tomahawks (~= 10/6 * 5, the 10 and 6 being the damage of javelins and tomahawks respectively), and where the base class would get six javelins, the small thrower gets ten. Gladiators get six (they used to get 15 darts, whereas the base amount was 20, so this keeps it as 3/4 the base amount).
* Remove the returning brand for weapons.Adam Borowski2013-09-221-0/+2
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* A new throwing missile, tentantively named "tomahawk".Adam Borowski2013-09-221-3/+1
| | | | | | | | | | The name is somewhat problematic, as real tomahawks were fit for melee (just like hand axes...). It's mostly because a few bailey_axe vaults want something that resembles an axe, but I'd rather axe or redesign those vaults than have them block better alternatives. The balance purpose is to have something between darts (damage 2) and javelins (damage 10), for use by orcs, orc warriors and merfolk.
* Stale pies are inedible.Adam Borowski2013-09-071-0/+2
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* Rename scroll of vorpalise weapon to scroll of brand weapon (Soner)MarvinPA2013-09-051-1/+1
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* Fix lots of typosChris Oelmueller2013-07-231-1/+1
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* Unmarry rods and clubs.Adam Borowski2013-07-211-3/+1
| | | | | | | Rods now have a dedicated base item, like staves. It has the same stats as a club but doesn't have stab nor stun (not a change; more obvious this way), for now the only benefit is rod melee being listed correctly in character dumps.