| Commit message (Collapse) | Author | Age | Files | Lines |
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CMD_NO_CMD is handled specially in many different ways, but
the new command's sole purpose is to allow key bindings involving invalid
commands, so as to override the vi keys for players who don't need them,
don't want to replace them with other keys, but are worried about typos
making their character walk into a fatal ambush.
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It leaves a better impression if the player has a pretty screen to
look at while waiting for the database getting ready. (KiloByte)
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Fixes BR 2929449: Ctrl-X not knowing about items in los, and
Mantis BR 134: upstairs not marked as unvisited.
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It will probably do nasty things to piety and god gift timeouts, but
it's useful for quickly checking what acquirements can be got for
different gods, and also testing Okawaru's missile acquirement (which
wasn't working with slings before, but is now.)
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permanent hog form).
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starting up.
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entrances could be blocked by rock.
shoal-hut.lua test generates 1k Shoal:$ levels and verifies that the levels pass sanity tests.
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This commit bumps TAG_MAJOR_VERSION.
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\{13} (Eifeltrampel).
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(syllogism).
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I've chaned it to "seems less pained", which makes more sense that
"seems less painful": it's described as being in pain initially, rather
than causing pain to others.
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As outlined in dpeg's ranged combat overhaul, branding spells should no
longer be permanant, nor apply directly to the ammunition. This commit
removes all previous "<X> Ammunition" spells, including the original
"Poison Ammunition" spell.
Instead, branding ammunition is now done via the launcher and the
currently existent weapon branding spells. Currently, those that can be
applied to a launcher are: Fire Brand, Freezing Aura and Poison Weapon.
There is the capacity of Excruciating Wounds to also be applied, but
this would require the addition of the Pain ego for missiles, of which
the mechanics would need to be decided upon first.
Like temporary brands on weapons currently, these brands on launchers
are permanantly affixable by using a scroll of vorpalise weapon.
This commit also overhauls the Arcane Marksman class. It began by
removing the non-existent ammunition spells; this left Devastating
Missiles with two spells: haste and deflect missiles. On reflection, I
decided to delete the book instead.
The Book of Elemental Missiles was easily adjusted by replacing the
three branding spells by the existent (and aforementioned) branding
spells. As there are no (according to the 0.6 ranged combat overhaul
spec) spells intended for use with translocation effects on missiles,
this left The Book of Warped Missiles rather empty.
Attempts were made (with discussion with Eronarn on IRC) to work out
something else to fill up the Book of Warped Missiles with, but I made
the decision to get rid it instead, as the only good suggestions
basically made it the Book of Spatial Translocations, and in that case,
the player may as well select the warper class.
We also discussed whether or not to remove Poison Weapon from the
Elemental starting book; I decided it was best to leave it now, but
increase its level from 2 to 3, to give the book more of a range of
levels (starting a Spriggan Arcane Marksman had all the spells listed as
"excellent" or "very good"; more on this shortly). I also decided that
Repel Missiles is over-used in this context, and upon Eronarn's
suggestion and sorear's agreement, have replaced it with Cause Fear.
I think this will provide for interesting game play, and that the level
of the spell is suitably high enough for it to not be abused. I also
made the executive decision that "Elemental Missiles" was no longer an
appropriate title, as it didn't contain any ammunition-specific spells
any longer, and have renamed the book to the "Book of Brands".
It is now:
Book of Brands
Level 1, Corona
Level 2, Swiftness
Level 2, Fire Brand
Level 2, Freezing Aura
Level 3, Poison Weapon
Level 5, Cause Fear
As the Arcane Marksmen class is now launcher-specific, rather than
ammunition-specific, I have adjusted it to no longer give Hill Orcs,
Sludge Elves and Merfolk javelins and throwing nets (they get bows like
everyone else), and made the decision to ban Trolls and Ogres from the
class altogether.
The reasoning here is that they have bad launcher aptitudes, and as they
are described as "marksmen", it makes no sense to give them a book full
of launcher-specific spells and some large rocks and throwing nets. This
change could, of course, be reverted, and they could simply be given
bows, crossbows or slings as relevant, in line with all other races
being given launchers and ammunition.
I have adjusted the starting skill levels for enchantments, spell-
casting and dodging to that of Crusaders. I have also removed Poison
Ammunition from the Book of Envenomations, and replaced it with Poison
Weapon instead.
Finally, I have increased TAG_MAJOR_VERSION to 14.
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Shoals, pegs it towards high tide, and includes a local high tide maximum centered on Ilsuiw, which can be double the height of the normal high tide.
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It works fine, but it does not show the verbose message about placing the
feature, as wizard_create_feature_name used to. (This doesn't seem very
necessary since debug-mode 'x' tends to give enough information.)
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This re-uses several ideas from the Emerald Eye FR, and implements the
spell "Mislead": this grants the "Misled" status effect to the player,
and causes on-level monsters to appear (glyph, name and tile) to be
other monsters. Only their appearance is changed.
Healing potions and rain remove this status effect.
Mara also has a beefed-up version of the Rakshasa clone spell: it
instead creates an "exact" clone (slightly altered spells list, and
non-unique status for his clones). Only two will ever be created at
once.
Finally, he has the spell "Summon Player Ghost". This spell creates a
ghost of the player (though marked as a summon, meaning that it
(shouldn't) register a milestone, though it will be treated as a
self-ghost kill) that is hostile. Only one of these should be existant
at any one point in time.
I'm pretty sure that I haven't broken anything, but would definitely
appreciate someone sanity-checking this commit.
Known minor issue: Kirke's summon ugly things being cast while having
the Misled status causes them to show up with no glyph.
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Note that a good act is not changed to a bad one, or vice versa. Rather, Xom
simply doesn't act after all, so that overall, bad acts become more likely
when the player is just walking around, without actually making the game
nastier.
This should make the tension effect actually noticeable in-game. Hopefully,
this will also reduce the number of item gifts while simply walking around.
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This reverts commit c652cbec1739a628f87aedc4874c782429f8d7ce.
This really needs more discussion; the current implementation isn't
reallly reasonable
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Looks like whoever committed my patch didn't actually try whether
it worked. ;) Also prompt for the number of iterations as is done
for the item and fight statistics.
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See documentation. This is somewhat hackish (or at least, hackier), but
I think there's a precendent for it at least.
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Also, the check for whether to do the corresponding effects has
been moved into effects.cc:handle_time.
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Instantaneous, non-contaminating controlled teleport. Bypasses
FPROP_NO_CTELE_INTO as well as -TELE artefacts.
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Set use_fake_player_cursor = true to use this. This allows
defaulting the cursor to off, which means less cursor blinking
say when travelling.
This patch also moves the cursor control closer to where it's
used, so that the cursor is only turned on for actual input
prompts. I've definitely missed some prompts here: almost
anything that prompts for a single character and reads it
using getch() will not have a cursor with use_fake_player_cursor
set at the moment.
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