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* Increase weight of stones (dpeg).Jude Brown2010-01-081-1/+1
| | | | | | | They are lighter than arrows, which is confusing. Thematically, it would make more sense for them to be heavier than sling bullets: they are just stones, and they aren't shaped particularly well for slinging. They are also larger!
* Make holy scourges have same handedness as unblessed demon whips.Adam Borowski2010-01-051-1/+2
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* Track all seen weapon/armour base types and their brands, for acq purposes.Adam Borowski2010-01-041-0/+20
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* Don't mark darts as having launcher type. (Napkin)Eino Keskitalo2010-01-031-1/+2
| | | | | | Had at least the effect of saying "works better with elven launchers" when looking at elven darts description. Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
* Rods function in melee as a +x/+x club (#300)Stefan O'Rear2010-01-021-3/+11
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* Increase effects of Recharging on rods and allow it to affect enchantment ↵Stefan O'Rear2010-01-021-1/+3
| | | | (Eronarn).
* Merge branch 'iood'Adam Borowski2009-12-311-0/+6
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| * IOOD vs shields: blocks (boo!) and reflection (yay!)Adam Borowski2009-12-311-0/+6
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* | Subsume Darts skill into Throwing.Jude Brown2009-12-311-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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 Brown2009-12-311-7/+1
|/ | | | | | | | | | | | | | | | | | 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!
* Make item_is_mundane a method of item_def.Vsevolod Kozlov2009-12-271-27/+0
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* Replace uses of item_cursed with item_def::cursed.Vsevolod Kozlov2009-12-271-7/+2
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* Make item_is_critical a method of item_def.Vsevolod Kozlov2009-12-271-15/+0
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* Allow artefact armours to use "brands", i.e. egos.Johanna Ploog2009-12-151-3/+8
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* Clarify comment.David Lawrence Ramsey2009-11-201-5/+5
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* Make shields not delay slings.Eino Keskitalo2009-11-201-1/+1
| | | | | | Slings are now HANDS_ONE (instead of HANDS_HALF like blowguns and hand crossbows), and made the delay for such ranged weapons in launcher_shield_slowdown to be 100. Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
* Rename blessed eudemon blades to holy eudemon blades.David Lawrence Ramsey2009-11-191-5/+5
| | | | | This is shorter, consistent with the other demon-converted weapon, and consistent with its always getting the holy wrath brand.
* Properly mark blessed whips as TSO gifts (Scourges instead of Blades).David Lawrence Ramsey2009-11-191-3/+4
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* Nerf holy scourges a wee bit.Adam Borowski2009-11-201-1/+1
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* Improve demon whips, just like regular ones were upgraded. Let people bless ↵Adam Borowski2009-11-201-3/+15
| | | | them.
* Remove #include <conio.h> from all over the place. Convert COLORS to an enum.Adam Borowski2009-11-141-4/+0
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* Give giant spiked clubs a nonzero acquirement weightStefan O'Rear2009-11-131-2/+2
| | | | | | | | They're the best weapon in the game for the races that can weild them, it makes no sense to exclude them from acquirements. Also give mundane items generated by acquirement enchantments and artifact status.
* Fix missing dot.Adam Borowski2009-11-121-1/+1
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* Rename monspeak/monplace/monstuff to mon-speak/place/stuff.Jude Brown2009-11-121-1/+1
| | | | | I'm pretty sure I've managed to replace every instance of a reference to these files, so I hopefully haven't missed anything.
* Remove a few obsolete includes.Robert Vollmert2009-11-101-1/+0
| | | | Also add a few previously indirect includes.
* Reform SH to be more transparentStefan O'Rear2009-11-081-3/+8
| | | | | | | | | | | | | | | | Before: SH was a function of items and skills. Blocking was a function of SH, skills, and stats. Now: SH is a function of items, skills, and stats. Blocking is a function of SH and SH alone. Your ability to block attacks in given equipment should be more or less the same, although there will be small differences. Condensation Shield was doubled (since nobody uses it), Divine Shield was made to not use intelligence. SH values have been rescaled to be on approximately the same scale as AC and EV. This meant increasing the max enchant of shields to +3.
* Remove unused armour_not_shiny.Vsevolod Kozlov2009-11-081-25/+0
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* Remove unused armour_str_required.Vsevolod Kozlov2009-11-081-26/+0
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* Remove unused check_armour_shape.Vsevolod Kozlov2009-11-081-139/+0
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* Remove unused transform_can_equip_type.Vsevolod Kozlov2009-11-081-15/+0
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* Remove unused check_jewellery_size.Vsevolod Kozlov2009-11-081-11/+0
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* Remove unused is_tool.Vsevolod Kozlov2009-11-081-11/+0
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* Remove unused weapon_impact_mass and weapon_str_required.Vsevolod Kozlov2009-11-071-16/+0
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* Remove unused is_colourful_item.Vsevolod Kozlov2009-11-071-25/+0
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* Remove unused get_inv_wielded and get_inv_in_hand.Vsevolod Kozlov2009-11-071-14/+0
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* Remove unused check_weapon_shape.Vsevolod Kozlov2009-11-071-36/+0
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* Remove unused check_weapon_tool_size and get_inv_hand_tool.Vsevolod Kozlov2009-11-071-42/+0
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* Remove unused is_double_ended and double_wpn_awkward_speed.Vsevolod Kozlov2009-11-071-19/+0
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* Replace player_shield with player::shield.Vsevolod Kozlov2009-11-071-1/+1
| | | | Signed-off-by: Jude Brown <bookofjude@users.sourceforge.net>
* Rename is_valid_item to item_def::is_valid.Vsevolod Kozlov2009-11-061-5/+5
| | | | Signed-off-by: Jude Brown <bookofjude@users.sourceforge.net>
* Replace uses of player_in_water with you.in_water.Vsevolod Kozlov2009-11-051-1/+1
| | | | Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
* Bracers of archery: 5,3 slaying for ranged combat, -1,-1 for melee.Adam Borowski2009-11-031-0/+2
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* Cosmetic desc of gloves: 50% of them will be "gauntlets", 0% "bracers".Adam Borowski2009-11-031-0/+14
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* Remove +Tele as a randart propertyStefan O'Rear2009-11-031-2/+2
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* Remove mapping abilities from the gameStefan O'Rear2009-11-021-1/+1
| | | | | Mapping still exists on cards, scrolls, Xom, and as the passive mutation. The ball of seeing exists, but will have to be dealt with.
* Merge mons_holiness() into monster::holiness(), and add an is_unholy()David Lawrence Ramsey2009-10-311-1/+1
| | | | convenience function.
* After some thought, allow mundane items to be artefacts again, but moreDavid Lawrence Ramsey2009-10-311-1/+1
| | | | | rarely than non-mundane items. After all, there are some unrandarts made from mundane items, so there's precedent for it.
* Auto-update shopping-list when new items seenMatthew Cline2009-10-311-1/+36
| | | | | | Automatically update the shopping list if you see the same item for less cost in another shop, or if you get an item identical to one on the shopping list (currently only applies to jewellery, books and staves).
* Splitting up stuff.cc.Robert Vollmert2009-10-301-0/+1
| | | | New: colour.cc, coord.cc, coordit.cc, random.cc, rng.cc.
* After some thought, and considering that animal skins show up less oftenDavid Lawrence Ramsey2009-10-301-0/+5
| | | | now, make them mundane items.