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path: root/crawl-ref/source/itemprop.h
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* Track all seen weapon/armour base types and their brands, for acq purposes.Adam Borowski2010-01-041-0/+1
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* IOOD vs shields: blocks (boo!) and reflection (yay!)Adam Borowski2009-12-311-0/+1
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* Make item_is_mundane a method of item_def.Vsevolod Kozlov2009-12-271-3/+0
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* Replace uses of item_cursed with item_def::cursed.Vsevolod Kozlov2009-12-271-1/+0
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* Make item_is_critical a method of item_def.Vsevolod Kozlov2009-12-271-3/+0
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* Properly mark blessed whips as TSO gifts (Scourges instead of Blades).David Lawrence Ramsey2009-11-191-2/+2
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* Split itemprop enums out into itemprop-enum.h.Robert Vollmert2009-11-171-564/+2
| | | | Other headers now don't need to include all of itemprop.h.
* Warper Overhaul - Renamed to Arcane Marksmanjohnny shelley2009-11-141-1/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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 -- 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>
* Remove unused armour_not_shiny.Vsevolod Kozlov2009-11-081-1/+0
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* Remove unused armour_str_required.Vsevolod Kozlov2009-11-081-1/+0
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* Remove unused check_armour_shape.Vsevolod Kozlov2009-11-081-1/+0
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* Remove unused check_jewellery_size.Vsevolod Kozlov2009-11-081-1/+0
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* Remove unused is_tool.Vsevolod Kozlov2009-11-081-1/+0
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* Remove externs include from itemprop.h.Robert Vollmert2009-11-081-2/+0
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* Remove unused weapon_impact_mass and weapon_str_required.Vsevolod Kozlov2009-11-071-2/+0
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* Remove unused is_colourful_item.Vsevolod Kozlov2009-11-071-2/+0
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* Remove unused get_inv_wielded and get_inv_in_hand.Vsevolod Kozlov2009-11-071-3/+0
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* Remove unused check_weapon_shape.Vsevolod Kozlov2009-11-071-2/+0
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* Remove unused check_weapon_tool_size and get_inv_hand_tool.Vsevolod Kozlov2009-11-071-2/+0
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* Remove unused is_double_ended and double_wpn_awkward_speed.Vsevolod Kozlov2009-11-071-3/+0
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* Bracers of archery: 5,3 slaying for ranged combat, -1,-1 for melee.Adam Borowski2009-11-031-1/+2
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* Cosmetic desc of gloves: 50% of them will be "gauntlets", 0% "bracers".Adam Borowski2009-11-031-0/+10
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* Auto-update shopping-list when new items seenMatthew Cline2009-10-311-1/+2
| | | | | | 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).
* Rename shadows brand into reaping for unique name.Eino Keskitalo2009-10-301-2/+2
| | | | Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
* Disallow artefacts with the shadow brand for necromancy-hating gods.David Lawrence Ramsey2009-10-291-2/+2
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* Attempt to make whips viable starting weapons:David Lawrence Ramsey2009-10-251-2/+2
| | | | | | | 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.
* Do nothing if unwielding a non-weapon artefactMatthew Cline2009-10-241-0/+1
| | | | | | | 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.
* Drop obsolete CVS last-committed headers ($Author$).Adam Borowski2009-10-061-2/+0
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* Amulet of guardian spirit, it comes as an amulet or a cap.Adam Borowski2009-10-051-1/+3
| | | | | | | | 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.
* Add a vorpal type for tentacle attacks, and use it for the tentacle-slapDavid Lawrence Ramsey2009-09-251-0/+1
| | | | | | 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.
* Apply Jude's scrolls of silence patch.j-p-e-g2009-08-131-0/+1
| | | | | | | | | 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
* Apply caotto's plant god patch, for now named "Feawn".j-p-e-g2009-07-201-0/+1
| | | | | | | 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
* Resort the maces and flails so that they're in ascending order of damage dolorous2009-07-121-1/+1
| | | | | | | again after the recent adjustments. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10188 c06c8d41-db1a-0410-9941-cceddc491573
* * Moved most hard-coded non-standard unrandart behaviour to art-func.h,zelgadis2009-06-271-17/+0
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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
* First part of the merger of fixed artefacts into unrandom artefactszelgadis2009-06-251-27/+7
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | (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
* Fix [2794986]: Special damage descriptions weren't being displayed for dolorous2009-06-011-7/+9
| | | | | | | weapons with multiple damage types. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9876 c06c8d41-db1a-0410-9941-cceddc491573
* Remove unused POISONED_II missile brand, as it's redundant.dolorous2009-05-231-5/+4
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9805 c06c8d41-db1a-0410-9941-cceddc491573
* * Replace the range_view_annotator loop with an simple check for thej-p-e-g2009-05-051-1/+1
| | | | | | | | | | | | | | 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
* * Tweak Xom's ideas about what makes a funny or boring death.j-p-e-g2009-04-221-3/+3
| | | | | | | | | * 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
* Add more minor cosmetic fixes.dolorous2009-04-191-16/+16
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9653 c06c8d41-db1a-0410-9941-cceddc491573
* * Add stair repelling as a bad Xom effect.j-p-e-g2009-04-131-1/+2
| | | | | | | * 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
* * Allow panlords to have the chaos-branded weapons.j-p-e-g2009-04-131-9/+5
| | | | | | | | * 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
* * After some thought, remove the description toggle from the spell menu asj-p-e-g2009-04-061-2/+2
| | | | | | | | | | 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
* Properly disallow randart versions of mundane items.dolorous2009-03-111-0/+3
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9417 c06c8d41-db1a-0410-9941-cceddc491573
* Clean up acquirement subtype determination code. (Another goto bites the dust.)haranp2009-02-041-1/+2
| | | | | | | 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
* Clean up item handling a bit, and don't give uniques potions if they dolorous2009-01-261-1/+2
| | | | | | | 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
* For consistency with branded missile weapons, make branded missiles "of dolorous2009-01-221-1/+1
| | | | | | | 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
* Cleanup, again:dolorous2009-01-221-43/+54
| | | | | | | | 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
* Add minor cosmetic fixes.dolorous2009-01-221-0/+12
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8687 c06c8d41-db1a-0410-9941-cceddc491573
* Various cleanups:dolorous2009-01-221-23/+26
| | | | | | | | | | | | | | | | | | | | | | | | 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