| Commit message (Collapse) | Author | Age | Files | Lines |
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/branches/stone_soup-0.4@6497 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/branches/stone_soup-0.4@6489 c06c8d41-db1a-0410-9941-cceddc491573
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Change inscription prompt to work as intended by David, after all. :)
Make manuals use a reading counter (plus2) that is initialized with
3 + random2(15). Once it reaches 0, the manual crumbles to dust.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6443 c06c8d41-db1a-0410-9941-cceddc491573
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A few fixes to starting equipment and skills.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6440 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6439 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6381 c06c8d41-db1a-0410-9941-cceddc491573
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flame and ice, since they finally work as well.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6368 c06c8d41-db1a-0410-9941-cceddc491573
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Thrown darts of ice or flame will correctly be displayed as puffs of
frost/flame, will do the appropriate damage both to player and monsters
and will be identified when thrown by a monster.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6367 c06c8d41-db1a-0410-9941-cceddc491573
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(OK, so it could be considered a feature.)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6353 c06c8d41-db1a-0410-9941-cceddc491573
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I've marked these characters with GDT_GAME_START, so that
* the player starts out on an altar to Lugonu
* there's an exit back to the Dungeon near-by
* returning into the Dungeon always places them into the entry vault on
level 1
* no abyssal runes are ever generated
* item generation matches that of level 1
* monster spawn rates are that of the orb run to enforce a quick return
into the Dungeon
Once the player returns to the Dungeon (via an exit or with Lugonu's
first power) char_direction is properly set to GDT_DESCENDING and from
then on the game continues as if they had started in the Dungeon.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6245 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6244 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6243 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6182 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6146 c06c8d41-db1a-0410-9941-cceddc491573
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(via (,) or i, or by the new quivering command). Ammo that just happens
to come next in the fire order is not quivered anymore even if you continue
firing.
Add a new quiver command on Q, and while I was at it, restrict the items
offered when firing (fi) or quivering to actual throwables. (This was a
long outstanding FR.) I think that's it...
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6112 c06c8d41-db1a-0410-9941-cceddc491573
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Fix 1997179: Merge zombies correctly in the monster list.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5977 c06c8d41-db1a-0410-9941-cceddc491573
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Clean up the vampire ability screen a bit.
Special case naga bardings of running (according to makeitem.cc they can
exist) to be called "naga barding of speedy slithering" instead. Yes,
it's a hack, and yes, the name is rather unwieldy, but it makes more
sense this way. I hope. :p
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5880 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5877 c06c8d41-db1a-0410-9941-cceddc491573
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compensate. [1828604]
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5731 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5291 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5088 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5085 c06c8d41-db1a-0410-9941-cceddc491573
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options). This increases the minor version by 1. Also, tidy up the
checks of this settings.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4916 c06c8d41-db1a-0410-9941-cceddc491573
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of the Blessed Blade artefact is unique. Also, attempt to add shopping
values for the new blessed blades (these probably need adjustment).
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4909 c06c8d41-db1a-0410-9941-cceddc491573
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the necessary launcher, but allow upgrading of missiles for ones
with higher pluses or branded ones.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4906 c06c8d41-db1a-0410-9941-cceddc491573
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yet (I had "You stop feeding" followed by "You continue feeding"
including full effects), but it's probably better to commit now anyway.
Known potions of blood or porridge cannot be quaffed when
engorged (alive).
Also clean up blood potions check.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4871 c06c8d41-db1a-0410-9941-cceddc491573
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information should be correct.
Remove (hopefully) unnecessary ASSERT that was causing problems with Tiles.
Clean up makeitem.cc. (Spacing changes, and renaming static methods.)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4546 c06c8d41-db1a-0410-9941-cceddc491573
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Also strengthened Agnes slightly, speeded her up a bit further, and gave her a lajatang.
Lajatangs can now be generated with a brand.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4426 c06c8d41-db1a-0410-9941-cceddc491573
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https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4285 c06c8d41-db1a-0410-9941-cceddc491573
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And while I was at it... improved monster pickup handling.
* Ranged spellcasters won't pick up missiles anymore (except throwing nets).
* Allow monsters with behaviour != BEH_WANDER to pick up items again.
(Restricted to scrolls, potions, wands and weapons, since these could be
useful in a fight.)
* Restrict monster pickup to items they may actually use (3 types of
scrolls, six types of potions), though they may still pick up all types
of wands, if only to annoy the player.
As before, pickup only takes place if a monster happens to be on a square
with items and only the top items of stashes are checked - monsters won't
make a beeline for items or search stashes for goodies.
Also, neutrals and friendlies still won't pick up anything at all; this might
have to be changed.
Unrelated: fixed an ASSERT for divine retribution during penance.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4255 c06c8d41-db1a-0410-9941-cceddc491573
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Asmodeus now won't drop the Sceptre, Dispater not the Staff, and Cerebov
will also keep his Sword.
Also, monsters will only pick up potions if they can use them, i.e. only
vampires drink blood, and undead and non-living can't use !healing.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4254 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4252 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4251 c06c8d41-db1a-0410-9941-cceddc491573
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long blades, not just demon blades.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4250 c06c8d41-db1a-0410-9941-cceddc491573
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attempt you to "re-join" your own religion and subsequently crash.
Also, reintroduce debugging check for blood potion descriptions that I'd
accidentally removed, and rename static methods in religion.cc.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4238 c06c8d41-db1a-0410-9941-cceddc491573
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have no blood - and yes, this means that using the right Transformation
can help you avoid this. Also, never drain player vampires.
Occasionally equip monster vampires with potions of blood, which they
drink in times of emergency with a healing effect between !healing and
!heal wounds.
Don't allow the player to use the Bat Form transformation (or end said
transformation) if doing so would result in death by stat loss.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4236 c06c8d41-db1a-0410-9941-cceddc491573
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I'm not sure what to do about the rest of that tracker item.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4233 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4229 c06c8d41-db1a-0410-9941-cceddc491573
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Instead of storing age in item.special they now use a dynamic vector
(item.props, like decks do), so that a stack of potions doesn't have
to coagulate all at once.
Rather than counting down the timers every 20 turns or so, the time-out
turn is calculated at creation, and comparison is done against the
current turncount. Any action changing a stack (quaffing, firing,
Evaporate, picking up, dropping) will always extract the oldest values
from the vector, which is likely to be what the player wants.
Blood potions now last about 2000 turns (a bit more if drawn from fresh
corpses), and coagulate 500 turns before rotting away.
I ran a lot of tests in wiz mode and out, but of course there may still
be problems. I've added methods to calculate the new timers from old
style age counters (item.special), but I'm not sure that they actually
work... Oh well... if worst comes to worst, this commit breaks saves.
Also:
* vampires are not susceptible to fire anymore when Bloodless
* make tile_plant_colour also apply for remembered plants out of LOS
* fix 1941759: buggy orc dialogue
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4228 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4131 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4033 c06c8d41-db1a-0410-9941-cceddc491573
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spent off-level. Slightly dropped the generation of bucklers in the Elven Halls.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4031 c06c8d41-db1a-0410-9941-cceddc491573
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appearance.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3920 c06c8d41-db1a-0410-9941-cceddc491573
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distinct potion types to make stacking easier. Coagulated blood
is not created randomly, and aging potions of blood turn into
potions of coagulated blood, so none of that changed. Well,
except the name: congealed -> coagulated. This also means that
they now have distinct descriptions, though seeing potions in
your inventory coagulate will identify both of them.
And I checked: potions in shops will coagulate as well and
disappear. Coagulated blood is cheaper, but if you need it you
won't want to wait around, right?
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3884 c06c8d41-db1a-0410-9941-cceddc491573
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Fix 1923487: jewelled helmets getting the "jewelled" randart description
Fix 1923471: Suppress the beholding message if only attacking.
Also remove ARM_HELM since it's identical in every way with ARM_HELMET
and only serves to confuse coders.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3858 c06c8d41-db1a-0410-9941-cceddc491573
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* Fix 1915277: Blade Hands time-out removing bardings.
* Ely's Lesser Healing costs range(0,1) piety (avg. 0.5)
* Allow synonym for "yes" in yesnoquit(), and use it for eating (e=y).
Also, in preparation for 0.4 (yes, I can't wait) finally disallow random
generation of weapons of orc slaying. Demon lords use a check of their
own and as a randart property it's also allowed, which I think is fine.
Allow random generation of nets and increase shop prices for nets and
javelins.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3766 c06c8d41-db1a-0410-9941-cceddc491573
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##crawl.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3658 c06c8d41-db1a-0410-9941-cceddc491573
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generation.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3657 c06c8d41-db1a-0410-9941-cceddc491573
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1.) Vampires can only suck blood from creatures with M_COLD_BLOOD or
M_WARM_BLOOD set (no insects anymore!)
These restrictions are the same for blood spatter.
Also, the monster's corpse must be of type contaminated (e.g. gnoll)
or clean. Everything will be rejected.
2.) At xl 6 vampires gain the ability to create potions of blood from
butchered corpses. The delay is the same as for butchering, and they also
need a butchering tool (since I now think fangs don't really cut it);
only the messaging is different, and the result, of course.
If the monster doesn't meet the restrictions in (1), the corpse gets
butchered instead (important when there are necromancers roaming about)
and the resulting chunks don't get the THROWN flag set because vampires
are unlikely to want to pick them up.
3.) Potions of blood can turn bad.
They last about 1200 turns which is a rather long time, though of course
not infinite. Potions created from corpses take the corpse age into
account. From age 199 downwards potions of blood are described as
"congealed blood". The effect when quaffing is entirely the same, it's
just a warning that the potion will soon disappear.
I've moved the potion descriptions over into item.plus, so that I could
use item.special for the timer to allow for easy comparison in
update_corpses() etc.
Ideally each stack of potions of blood would have a props vector
attached (similarly to decks) with the timeout turns stored in order
oldest to newest, so that you'd always drink the oldest potion first, and
if a potion was too old it (and it's time value) would just drop out of
the stack.
Since I haven't got this to work yet, instead the weighted average age
of two substacks is calculated and used for the combined stack.
Congealed (age < 200) and comparatively fresh (age >= 200) potions of
blood will never stack.
As suggested in FR 191314, !blood are a now an additional power source for
Sublimation of Blood, and the used potion turns into decay. And speaking of
decay, I've modified the mummy curse to only affect a substack if the
to-be-decayed potions are blood because I think losing your food source that
way would be the equivalent of spores destroying all your food at the same
time.
I think that's it; might still be buggy though I *did* test with some
vampires, both wiz-mode and not, and because of the special -> plus change
for potions, existing potions will now all look alike (clear potions).
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3626 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3621 c06c8d41-db1a-0410-9941-cceddc491573
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