| Commit message (Collapse) | Author | Age | Files | Lines |
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As part of a wider scheme to make draining temporary.
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More readable, and failures give more informative messages.
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This commit converts ASSERT(a && b) to ASSERT(a); ASSERT(b);
Assertions of the form !(a && b) are left intact, since there isn't an
obvious readability gain over (!a || !b).
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Simplifies code in a number of places, and also fixes a few tree-moving bugs.
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Clinging might be a minor feature, but it's a distinguishing one, it's thematic
and it's working quite well.
Player/monster symmetry has never been a goal, so it seems dubious to invoke it
as the reason to throw away all the work that has been put into clinging. We
can always say that the player turns into a different kind of spider which is
unable to cling for some reason.
This reverts commit bdc56382eacf7af1b2330dc6444916d368741fec.
This reverts commit d689486464fcaaac025a6f469ab69674a2f4d173.
This reverts commit 1addaaf8ee92de5060fdb436f93251843abd2035.
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With player clinging removed, monster doesn't make much sense.
Note that I personally somehow like clinging -- even if it's rarely useful
except early on, it was quite harmless. However, I'm strongly against
having players and monsters inconsistent when there's no very good reason.
Thus, reverting this and MarvinPA's change is an option. Just please keep
or revert them together.
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Since these values are now controlled by the ghost structure, the
logic for setting and retrieving them has changed.
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Currently resists are additive between the three different
parts. Also the chimera now gets SInv if one of the parts has it.
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Previously it was taking the (dummy) AC/EV from the MONS_CHIMERA base
class. Now it takes it from the first part and possibly the EV from
spider legs.
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The MF_SPELLCASTER flag wasn't getting set for subsequent parts, so no matter
what book they had they weren't using it (unless the first
monster happened to be a spellcaster).
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This allows the chimera to take the legs of one of their parts.
This can give them the base speed of the legs monster,
also enables clinging, and for jumping spiders, will flavour a
self-blink as a jump instead of a blink.
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This allows e.g.:
place:Zot:5 chimera
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If parts 2 or 3 have wings, take an average of the winged monster's
speed and the base monster's speed.
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This enables a MONS spec to just be "chimera" and three depth-
appropriate monsters will be used. This can produce bizarre
results but might be useful. It should also allows things
like "place:Zot:5 chimera vs place:Pan chimera" in Arena.
The filters could be refined further to allow random chimera
to not be completely ridiculous.
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I like the effect, but it causes collisions with other H monsters.
Apparently it was unintentional. It has been suggested to put chimeras
on 'Q', or to make them flicker between all the base type colours; that
would avoid this problem.
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In monster data it changes to S_RANDOM; this is fine for most purposes
for which this is used, e.g. determining whether or not a monster is
silent.
In handle_monster_shouts itself, the shout type is substituted for the
shout of one of the constituent parts.
There is a question mark over do_mon_str_replacements -- in most of the
places it's called from, chimera are irrelevant, and when it's called
from handle_monster_shouts the shout type we already determined is
passed in. So there shouldn't be any strange cases, unless perhaps
someone made something new that used sentient monsters as chimera
components. Would need to refactor mons_shouts to accept a monster
instead of a monster_type to make this any better.
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Rather than filling any available slots with any old spells,
this uses the misc slots for potential bolt spells, and
correctly copies spells from special slots (enchant, self-ench,
emergency).
This provides for situations like bear chimera using berserk
properly as an escape spell.
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If they have a batty component they'll now
have bat wings.
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Comma-separated the short description,
and clarified the three-headed situation.
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After creating the monster, the make_chimera function
in mon-chimera.cc can be used to set its component
creatures.
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