| Commit message (Collapse) | Author | Age | Files | Lines |
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Other headers now don't need to include all of itemprop.h.
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Missile Changes
--
electricity missiles are now an option - they are always destroyed
reaping / dispersal ammo is now always destroyed as it can be created by players
poison ammo can again affect rocks / bullets etc - still no nets. Apparently
this is a contact poison, but mainly it's to close the gap between sling users
and archers.
SKILLS
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Ranged weapon 3
Dodging 2
Spellcasting 2
Enchantments OR Translocations 3
EQUIPMENT
--
Robe
Ration
Scroll of blink
Some ranged weapon options as Hunter
No melee weapon!
Either book of elemental missiles or warped missiles
The book of Elemental Missiles
Spells Type Level
a - Corona Enchantment 1
b - Swiftness Enchantment/Air 2
c - Repel Missiles Enchantment/Air 2
d - Flame Ammunition Enchantment/Fire 3
e - Frost Ammunition Enchantment/Ice 3
f - Poison Ammunition Enchantment/Poison 4
The book of Warped Missiles
Spells Type Level
a - Apportation Translocation 1
b - Portal Projectile Translocation 2
c - Repel Missiles Enchantment/Air 2
d - Blink Translocation 2
e - Returning Ammunition Enchantment/Translocation 3
f - Warp Ammunition Enchantment/Translocation 5
The book of Devastating Missiles
Spells Type Level
a - Poison Ammunition Enchantment/Poison 4
b - Warp Ammunition Enchantment/Translocation 5
c - Shocking Ammunition Enchantment/Air 5
d - Haste Enchantment 6
e - Deflect Missiles Enchantment/Air 6
f - Exploding Ammunition Enchantment/Fire/Air 7
g - Reaping Ammunition Enchantment/Necromancy 7
Signed-off-by: Stefan O'Rear <stefanor@cox.net>
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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).
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Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
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1. Increase their damage from 4 to 6.
2. Reduce the probability for reaching a bit, and introduce the
probability for pain.
3. Give (big) kobolds a small chance to start with whips.
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Fix a bug where wielding a non-weapon artefact would do nothing, but
unwielding it would could change your stats, leading to permanent stat
loss (or permanent stat gain). Now unwielding an artefact
armor/jewellery which you accidently wielded has no effect.
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When worn, all non-poison damage will drain mana instead, hurting hp
only after mana is depleted.
The cap brand is intended only for a fixedart, but per dpeg's request,
it will be generated on ordinary caps for now, as a test.
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attack type. Also, allow unarmed attacks to work on submerged monsters
if they use the tentacle vorpal type. Finally, make kraken tentacles
use the tentacle-slap attack type.
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The scrolls cast the spell with a power of 25 which means it has a
duration of about 24, and is the same as casting the spell with
5 levels in each of Spc, Ench, Air, as well as 21 Int.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10540 c06c8d41-db1a-0410-9941-cceddc491573
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Also fix potions of porridge's menu colour being yellow for Mummies.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10355 c06c8d41-db1a-0410-9941-cceddc491573
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again after the recent adjustments.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10188 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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(further changes will be much smaller). Breaks savefile compatibility,
and bumps the major savefile version up to 6.
Some changes made to some tiles files, but it hasn't been tested with a tiles
build.
Overview of changes:
* Unrand artefacts are now defined in art-data.txt and is turned into
C code via util/art-data.pl. This has the dual advantage of being
more readable by humans, and that if the unrand data structure
changes then you can just change util/art-data.pl and regenerate
the C code rather than having to change some 70 different C structs
by hand.
* util/art-data.pl automatically updates NO_UNRANDARTS, and also
automatically generates an enumeration of all the unrands which are
equal to their item.special field.
* randart.cc and randart.h have been renamed to artefact.cc and artefact.h,
since the files covers all types of artefacts, and the differences
between randarts, unrandarts and (former) fixed arts have been
minimized since the terms were introduced. Also renamed unrand.h to
art-data.h
* The brands and resistances of former fixed arts are now handled via
artefact properties, but the rest of their special behaviours are still
hardcoded.
* Unrandarts are now distinguished between normal and "special",
with the special ones currently just being identical to the list of
the formed fixed arts. Special unrandarts are randomly generated less
often than normal unrandarts, can be generated in the Abyss if they've
been lost, can't be picked up by monsters, and can't be affected by
Tukima's Dance.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10035 c06c8d41-db1a-0410-9941-cceddc491573
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weapons with multiple damage types.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9876 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9805 c06c8d41-db1a-0410-9941-cceddc491573
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current range, which if set to a value > 0 will cause viewwindow to
colour all grids not in los or not in range to be coloured grey.
Has the side effect to also work for Tiles. :)
* Change THELM_DESC_JEWELLED to golden, do as to avoid overlap with the
randart description.
* Make porridge sometimes brown and blood potions sometimes
viscous/sedimented. (Yes, these don't really fit but I don't like the
fixed descriptions.)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9735 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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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9653 c06c8d41-db1a-0410-9941-cceddc491573
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* Experimentally make tension increase the odds for good effects.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9600 c06c8d41-db1a-0410-9941-cceddc491573
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* update stash tracker after Xom's teleportation journey.
* A few tweaks to Xom debug noting.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9599 c06c8d41-db1a-0410-9941-cceddc491573
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the double toggle makes everything much more complicated, and you can
easily access the spell descriptions from the very similar 'I' menu.
* Don't offer weapons of unknown brand types for ?recharging. I tested
a few combination cases, but I might have overlooked something.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9589 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9417 c06c8d41-db1a-0410-9941-cceddc491573
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Be a bit more generous regarding books for Evoc and Invoc types.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8890 c06c8d41-db1a-0410-9941-cceddc491573
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won't be able to drink them.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8761 c06c8d41-db1a-0410-9941-cceddc491573
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flame" and "of frost" rather than "of flame" and "of ice".
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8697 c06c8d41-db1a-0410-9941-cceddc491573
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Add a WPN_MAX_RACIAL parameter to the weapons enum, and make
set_equip_race() use it. Also, reorganize the weapons list a bit.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8688 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8687 c06c8d41-db1a-0410-9941-cceddc491573
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1. Move the blessed eudemon blade down in the weapon_type enum so that
it's with the other blessed weapons, add a WPN_MAX_NONBLESSED parameter
to indicate where the non-blessed weapons end, and make weapon mimics
use it. Mimics can now no longer imitate blessed weapons, which makes
them less of a giveaway, since only the blessed eudemon blade shows up
normally, and it's normally colored yellow, neither of which are true
for mimic versions.
2. Since all non-racial armors are in one contiguous block at the end of
the armour_type enum, and since very little code depends on the armors'
being in a particular order, add an ARM_MAX_RACIAL parameter to indicate
where the potentially racial weapons end, and make set_equip_race() use
it. Also, rearrange the armors a bit in the enum.
3. Since no code depends on the missiles' being in a particular order,
move the non-racial missiles down to the end of the missile_type enum,
add a MI_MAX_RACIAL parameter to indicate where the potentially racial
missiles end, and make set_equip_race() use it.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8681 c06c8d41-db1a-0410-9941-cceddc491573
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