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* Amulet of Faith, mark I.Darshan Shaligram2010-01-101-2/+2
| | | | | | | | | | | | | | Amulets of faith have these effects: - Piety gain is 1/3 faster. - Gods that protect from harm are more likely to do so (your piety is 1/3rd higher for such checks). - Xom piety walk is 1/3 faster. - Xom is more likely to act. - Removing the amulet leaches away some piety, but will never cause excommunication, or drop piety too close to excommunication. Amulets auto-id if the player already has a religion, or when the player acquires a religion while wearing the amulet.
* Disallow randomly-generated chaos branded ammunition (dpeg, Napkin).Jude Brown2010-01-091-11/+11
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* Reduce stack sizes of non-poisoned needles.Jude Brown2010-01-061-2/+3
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* Try to avoid repeats when acquiring already seen weapons/armour.Adam Borowski2010-01-041-0/+21
| | | | | | | | | | Weapons: both type and brand is handled, separately. This means, once you've seen any lajatang, there is no more any bonus to get them -- you'll get 5 times as many quarterstaves, brand repeat protection comes only within the type. Armour: currently only brand is handled, type will have to be merged with the old code which suffered from no information about stash.
* Fix game crash on generating needles.Darshan Shaligram2010-01-031-6/+2
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* Make sling bullets as common as bolts.Jude Brown2010-01-031-1/+1
| | | | | | | | | I discussed this with dpeg a while ago when doing a slings Kobold Arcane Marksman. Sling bullets generate too sparsely for slings to be a viable build, and using stones is too underpowered. In combination with the previous commit, this should hopefully go some way to improving sling builds.
* Branded and positively enchanted missiles are "glowing". (Eronarn)Jude Brown2010-01-031-0/+25
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* New (ranged) weapon brand: evasion.Jude Brown2010-01-031-2/+3
| | | | | | | This replaces "protection" on all ranged weapons, and will only generate on those. This commit also fixes shopping values for the new needle brands.
* New needle brands! Sleep, paralysis, rage, confusion, sickness, slowing.Jude Brown2010-01-031-3/+23
| | | | | | The numbers and the names will likely need tweaking. Better throwing skill and blowgun enchantment will increase the duration of most of the effects, except for sleep and rage.
* Tweak rod enchantment formulaStefan O'Rear2010-01-021-16/+18
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* Rods have an intrinsic recharge rate (#300)Stefan O'Rear2010-01-021-0/+23
| | | | | | | | | | Using Eronarn's proposed system. Rods get a baseline of 4 MP per 100 turns; every rod has an enchantment, which adds to this. On top of that, you get the old Evocations bonus. At maxed Evocations with a +9 rod, you gain 52 MP per 100 turns. Unfortunately, all four of the multi-purpose fields were already used for rods, so I had to spill enchantment into props.
* Added a comment to gold acquirement.David Ploog2010-01-021-0/+1
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* New gold acquirement formula (dpeg).Darshan Shaligram2010-01-031-2/+6
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* Adjust launcher generation brands.Jude Brown2010-01-011-10/+5
| | | | | | | | Only crossbows may generate with penetration, and only bows may generate with reaping. I have also decreased the chances of vorpal appearing on a launcher. Hopefully I haven't broken the logic here too much.
* Allow javelins to be poisoned.Adam Borowski2009-12-311-1/+3
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* Remove speed from randomly generated launchers. (dpeg)Jude Brown2009-12-311-2/+0
| | | | | Artefacts and unrands can still use the speed brand, but this will now only show up on those, rather than on normal ego weapons.
* Subsume Darts skill into Throwing.Jude Brown2009-12-311-1/+1
| | | | | | | | | | | | | | | | 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 Brown2009-12-311-11/+2
| | | | | | | | | | | | | | | | | | 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!
* Start of range combat overhaul: ego changes. (dpeg)Jude Brown2009-12-311-38/+118
| | | | | | | | | | | | | | | | | | As per http://crawl.develz.org/wiki/doku.php?id=DCSS%3Aissue%3A41. This means that the following combinations of missile and brand are the only allowed combinations: Needles: poison, curare (as now). Stones: Never generated with brands, but slings can be branded. Large Rocks: No brands whatsoever. Javelins: Returning, Penetration, Steel, Silver, Chaos. Nets: Steel, Silver, Chaos. Darts: All brands except for Returning, Penetration. Bullets: Flame, Frost, Poison, Chaos, Steel, Silver, Exploding. Arrows: Flame, Frost, Poison, Chaos, Reaping, Dispersal. Bolts: Flame, Frost, Poison, Chaos, Steel, Silver, Penetration. Non-missile weapons can be branded as per spells.
* Make item_is_mundane a method of item_def.Vsevolod Kozlov2009-12-271-4/+4
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* Replace uses of item_cursed with item_def::cursed.Vsevolod Kozlov2009-12-271-1/+1
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* Make steel ammo rarer before D:10.Jude Brown2009-12-271-1/+2
| | | | | | Centaurs with steel ammo seem to do an average of 17 to 20 damage, as opposed to another with flame ammo, which did between 5 and 10 damage per hit. At low levels, this is an instantaneous kill.
* Replace long debug message calls with dprf(), except for cases where a dumb ↵Adam Borowski2009-12-201-3/+1
| | | | | | compiler could call unnecessary functions. For paranoia, I left even any uses of std::string.
* Put all armour brand logic into one place; this fixes an assert crash.Adam Borowski2009-12-171-10/+8
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* Explicitely forbid fire res, cold res and resistance brands on da, ida and gda.Adam Borowski2009-12-151-0/+6
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* Remove unnecessary header-header includes.Robert Vollmert2009-11-271-0/+1
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* Be more nazi about illegal brands (like, reaping on melee weapons like scythes).Adam Borowski2009-11-251-1/+23
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* Make scroll of silence ultra-rare.Robert Vollmert2009-11-241-15/+18
| | | | | | | | The spell is automatically balanced to some extent by preventing the caster (who will have invested heavily in magic) from casting anymore. This is not at all the case for the scroll. Could remove, but balancing by rarity instead.
* Remove the ETC_UGLY and ETC_VERY_UGLY colors, as they're now unused.David Lawrence Ramsey2009-11-211-1/+1
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* Rename blessed eudemon blades to holy eudemon blades.David Lawrence Ramsey2009-11-191-1/+1
| | | | | This is shorter, consistent with the other demon-converted weapon, and consistent with its always getting the holy wrath brand.
* Allow the holy wrath brand to show up on whips.David Lawrence Ramsey2009-11-191-0/+3
| | | | | As with daggers, the chance is 1 in 12, and it's at the top, so it can be overridden by any other brand.
* Improve demon whips, just like regular ones were upgraded. Let people bless ↵Adam Borowski2009-11-201-0/+1
| | | | them.
* Allow the venom brand on staves; e.g. the Staff of Olgreb is precedent.David Lawrence Ramsey2009-11-191-3/+6
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* Simplify.David Lawrence Ramsey2009-11-191-4/+14
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* Remove speed from polearms, long blades, and maces (dpeg)Stefan O'Rear2009-11-151-8/+0
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* Chei Fluff: * Ruininous Time -> Slouch * Better player titles Mechanics: * ↵Brendan Hickey2009-11-161-1/+1
| | | | Ponderous items stack * The ponderous brand can be placed on all armour.
* Since sling bullets can be poisoned now, let them be generated that way.David Lawrence Ramsey2009-11-151-5/+2
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* Remove the Divinations school.Adam Borowski2009-11-151-5/+0
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* Revert removal of the speed brand, pending discussion.Adam Borowski2009-11-141-5/+24
| | | | | | | | | | Such grand changes should not be made out of the blue. There was not a single mention of it before, save a line in a long brainstorm FR. It has a large impact (badly hurting short blade users, making axes far more a non-brainer over long blades/polearms, and so on). We may decide this is the way to go, but a discussion needs to be done first. And, re-reverting it is a single command so no work is lost...
* Remove speed from all mundane weaponsStefan O'Rear2009-11-131-24/+5
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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.
* Relax checks for whether a brand fits a piece of armour.Adam Borowski2009-11-121-16/+8
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* Crossbows of shocking, for everyone. Launchers of holy wrath, for dpeg's ↵Adam Borowski2009-11-121-2/+5
| | | | | | | | | | angels. Neither cause additional mulching of ammo, since both the charge and blessing is temporary. Blessing and reaping cancel each other. Holy wrath launchers are a lot weaker than silver ammo, but these two stack. Plus, they're permanent while ammo is scarce.
* Remove a few obsolete includes.Robert Vollmert2009-11-101-1/+0
| | | | Also add a few previously indirect includes.
* Remove some obsolete view.h-includes.Robert Vollmert2009-11-101-1/+0
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* Split shouting and stealth code from view.cc.Robert Vollmert2009-11-101-0/+1
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* Split away monsters' starting gear from makeitem.cc to mon-gear.ccAdam Borowski2009-11-081-1515/+2
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* Tweak Pikel's whip stats (sorear).Jude Brown2009-11-081-2/+2
| | | | That'll teach me to copy and paste code!
* New unique: Pikel, the big kobold slaver.Jude Brown2009-11-081-0/+10
| | | | | | | | | | | | Appears from D:4 through D:9, and comes with a band of human slaves. They will turn neutral (and be pacified, granting 1/2 EXP) if you destroy Pikel before destroying them. Pikel generates with a whip (either flaming or pain), and a black robe. The "pikel_band_neutralise()" function is quite hacky and assumes that all MONS_HUMANS with MF_BAND_MEMBER are part of Pikel's band. This should be changed as soon as there is a better way of tracking who is in what band.
* Change hard-coded _give_wand exceptions to class flags.Jude Brown2009-11-081-2/+2
| | | | | | | New class flags: M_NO_WAND. Do not give this unique a wand. Currently applied to Gastronok, removing the hard-coded exception. M_NO_HT_WAND: don't give a high-tier wand to this monster, even if their HD is 5 or higher.