summaryrefslogtreecommitdiffstats
path: root/crawl-ref/source/makeitem.cc
Commit message (Collapse)AuthorAgeFilesLines
...
* Vampiricism tweaks per FR#2892713Stefan O'Rear2009-11-071-9/+0
|
* Remove trailing whitespace.David Lawrence Ramsey2009-11-061-1/+1
|
* New unique: Aizul, disgraced guardian naga turned naga warrior.Jude Brown2009-11-071-0/+18
| | | | | | | | | | | | | | Casts Venom Bolt, Blink Other, Ensorcelled Hibernation, Slow and heals himself. Comes with a ruby-red naga barding, a shield, and a chance of a very nice weapon. Can appear on Snake:4 and Snake:5, and also on similar dungeon levels to Margery and co. Backstory: the guardian of a horde of treasure who fell asleep on the job. Thieves raided the place, and he was disgraced and kicked out. Turned to the role of a warrior, seeking redemption through battle. Currently, there's something weird with the debug build at 'xv' for monster description not displaying the right information all the time.
* Remove erroneous second call to _determine_weapon_subtype() inDavid Lawrence Ramsey2009-11-061-1/+0
| | | | _generate_weapon_item(). This appears to fix [2893001].
* Rename is_valid_item to item_def::is_valid.Vsevolod Kozlov2009-11-061-3/+3
| | | | Signed-off-by: Jude Brown <bookofjude@users.sourceforge.net>
* Fix an assert crash when a monster picks up missiles that merge into his stack.Adam Borowski2009-11-051-1/+2
|
* Make tests compile with DEBUG_TESTS.Matthew Cline2009-11-041-1/+1
|
* Fix test failure: need to clear the item before rerolling a randart.Adam Borowski2009-11-041-2/+9
|
* Run tests of brand validness on "./crawl -test".Adam Borowski2009-11-041-5/+63
|
* Making an item randart can fail _and_ return true. Cope with that.Adam Borowski2009-11-041-4/+4
|
* Fix is_armour_brand_ok: helmets can be int, only them can be see invis.Adam Borowski2009-11-041-3/+3
|
* Allow specifying "any weapon ego:XXX", "... missile", "... armour".Adam Borowski2009-11-041-9/+160
| | | | | This will select an item type that can have brand XXX. This requires a large list of allowable type/brand combinations in the code :(
* Allow forcing randarts in vaults.Adam Borowski2009-11-041-6/+35
|
* Split game_options from externs.h into options.h.Robert Vollmert2009-11-041-0/+1
|
* Add whitespace fixes.David Lawrence Ramsey2009-11-031-1/+1
|
* Make Chain Lightning a monster spell, add an user of it (Nikola).Adam Borowski2009-11-031-1/+35
|
* Bracers of archery: 5,3 slaying for ranged combat, -1,-1 for melee.Adam Borowski2009-11-031-3/+14
|
* Cosmetic desc of gloves: 50% of them will be "gauntlets", 0% "bracers".Adam Borowski2009-11-031-0/+2
|
* Add spacing and comment fixes.David Lawrence Ramsey2009-11-021-17/+19
|
* Give scythes a chance of getting the reaping brand.David Lawrence Ramsey2009-11-021-1/+4
|
* Add various color-related fixes.David Lawrence Ramsey2009-11-011-3/+5
|
* Merge mons_holiness() into monster::holiness(), and add an is_unholy()David Lawrence Ramsey2009-10-311-1/+1
| | | | convenience function.
* Comment fix.David Lawrence Ramsey2009-10-311-1/+1
|
* After some thought, allow mundane items to be artefacts again, but moreDavid Lawrence Ramsey2009-10-311-10/+11
| | | | | rarely than non-mundane items. After all, there are some unrandarts made from mundane items, so there's precedent for it.
* After some more thought, give gnolls a chance to get clubs again, asDavid Lawrence Ramsey2009-10-301-1/+1
| | | | well as whips.
* Tweak gnolls' weapons one more time, to ensure that they're allDavid Lawrence Ramsey2009-10-301-3/+2
| | | | medium-sized and have roughly the same damage as before.
* Give gnolls a chance of getting a whip, as they can get it elsewhere,David Lawrence Ramsey2009-10-301-3/+3
| | | | and it fits the example of Grum.
* Comment fix.David Lawrence Ramsey2009-10-301-1/+1
|
* Splitting up stuff.cc.Robert Vollmert2009-10-301-1/+3
| | | | New: colour.cc, coord.cc, coordit.cc, random.cc, rng.cc.
* Add more minor cosmetic fixes.David Lawrence Ramsey2009-10-301-2/+2
|
* And tweak them again, as Grum is always supposed to wear an animal skinDavid Lawrence Ramsey2009-10-301-1/+1
| | | | according to his description.
* Tweak uniques' weapons and armor in volcano.des and makeitem.cc to onlyDavid Lawrence Ramsey2009-10-301-4/+5
| | | | | have the flaming/fire resistance brands where they'd normally show up in-game.
* Comment fix.David Lawrence Ramsey2009-10-301-1/+2
|
* After some thought, and considering that animal skins show up less oftenDavid Lawrence Ramsey2009-10-301-3/+2
| | | | now, make them mundane items.
* Add minor cosmetic fixes.David Lawrence Ramsey2009-10-301-16/+13
|
* Replace tabs with spaces.David Lawrence Ramsey2009-10-291-12/+12
|
* Generate the new ammo brands randomly.Eino Keskitalo2009-10-301-3/+15
| | | | | | | | | | | | | | | | | | Weights now being: Flame 3 Frost 3 Poiso 2 Penet 1 Reapi 1 Silve 1 Steel 1 Dispe 1 Explo 2 Also gave all the new brands a shopping price multiplier - *30, same as curare. Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
* Rename shadows brand into reaping for unique name.Eino Keskitalo2009-10-301-1/+1
| | | | Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
* Convert some ints to monster_type.Robert Vollmert2009-10-271-0/+3
| | | | | | | | | There's a whole lot of places that pass monster_type as int, often with varying meanings for the value -1. This moves some of these to monster_type, introducing MONS_NO_MONSTER and MONS_PLAYER as new invalid special values. Also improve on the autoexclude descriptions.
* Attempt to make whips viable starting weapons:David Lawrence Ramsey2009-10-251-2/+5
| | | | | | | 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.
* Make it possible for demigods to get the hard books [BR 2883646] (sorear)Adam Borowski2009-10-241-1/+1
|
* Add minor cosmetic fixes.David Lawrence Ramsey2009-10-231-31/+31
|
* Remove tabs, and add minor cosmetic fixes.David Lawrence Ramsey2009-10-201-6/+6
|
* Generate shields of reflection randomly.Eino Keskitalo2009-10-181-0/+1
| | | | | | Half of the branded shields are generated with reflection, for testing purposes. Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
* Generate launchers of penetration and shadow randomly.Eino Keskitalo2009-10-181-4/+8
| | | | | | | | | | | | | | | | The chances of getting each ego when branding, new and (old): flame 25% (37.5%) frost 25% (37.5%) penetration 15% (N/A) shadow 15% (N/A) protection 12% (17%) vorpal 6% (6%) speed 2% (2%) Hopefully, the chances for new brands are sufficient for testing. I didn't up the generation of launchers, or chances of the launcher getting an ego. Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
* versioning: remove SVN-specific revision data, add Git versioningSteven Noonan2009-10-181-1/+0
| | | | Signed-off-by: Steven Noonan <steven@uplinklabs.net>
* Remove a lot of unneccessary includes.Robert Vollmert2009-10-091-2/+0
| | | | | | | The console version still compiles on Linux; both console and tiles version compile in OS X. I haven't been able to test the DOS and Windows compiles -- please fix or tell me about any errors that show up.
* Drop obsolete CVS last-committed headers ($Author$).Adam Borowski2009-10-061-2/+0
|
* Amulet of guardian spirit, it comes as an amulet or a cap.Adam Borowski2009-10-051-1/+6
| | | | | | | | 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.
* Apply bookofjude's patch in [2869430] to adjust Duvessa's and Dowan'sDavid Lawrence Ramsey2009-09-291-1/+7
| | | | stats.