| 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@6472 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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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6263 c06c8d41-db1a-0410-9941-cceddc491573
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mark skeletal dragons' genus as "dragon", so they are affected by dragon
slaying.
Add several more descriptions for various abilities. Please feel free to
correct or add anything.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6261 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6049 c06c8d41-db1a-0410-9941-cceddc491573
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change applied to ball lightning instead of the latter.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5999 c06c8d41-db1a-0410-9941-cceddc491573
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Change S_SHOUT -> S_SILENT for orbs of fire and moths of wrath.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5998 c06c8d41-db1a-0410-9941-cceddc491573
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use weapons and armor, given that doing so is hardcoded into
_handle_monster_move(). Give them MONUSE_WEAPONS_ARMOUR again and
remove the hardcoded exceptions for them.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5864 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5838 c06c8d41-db1a-0410-9941-cceddc491573
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physically attack via clawing, and the rotting/disease attacks are
strong enough.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5837 c06c8d41-db1a-0410-9941-cceddc491573
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and also because they're guardians and shouldn't be so stupid (to borrow
from jpeg's comment regarding Orb Guardians), increase their
intelligence from I_PLANT to I_NORMAL. Also, since monsters in the
ghoul family have normal intelligence and are physical creatures, give
them the ability to use weapons and armor.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5836 c06c8d41-db1a-0410-9941-cceddc491573
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able to speak, so make them roar instead of shout.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5835 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5810 c06c8d41-db1a-0410-9941-cceddc491573
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including dragons and other animal-like monsters. (Fixes 1992865)
I think it's okay that golems are stupid but able to open doors. And
while I was at it I made the orb guardians smarter (I_PLANT ->
I_NORMAL) because, really, what kind of guardians are they if they're so
stupid?
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5778 c06c8d41-db1a-0410-9941-cceddc491573
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the chance to "try again" if the last time we were unsuccessful. Also,
if a monster tries to find a path to the player (not directly reachable)
and fails, mark all surrounding monsters of the same species within a
radius of 2 as having been unsuccessful. This includes monsters that are
currently out of los of the player or that are targetting a different
monster. Once they target the player, there'll either be a direct path
which they can use, or there won't, in which case there's a low chance of
using path finding; otherwise they'll simply advance the traditional way
as close as they can get.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5733 c06c8d41-db1a-0410-9941-cceddc491573
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natural-phenomenon-type monsters. Fire vortices still need to be dealt
with properly, though.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5716 c06c8d41-db1a-0410-9941-cceddc491573
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spider can't see any enemies and is on a floor square it will "submurge"
into the floor and only come out if an enemy moves right next to it or if
something attacks it from a distance. Most of this is done with the new
monster behavour BEH_LURK.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5477 c06c8d41-db1a-0410-9941-cceddc491573
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neither weight nor blood.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5422 c06c8d41-db1a-0410-9941-cceddc491573
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already done for vaults.
Modify monster speech to make the beast only use some selected shouts
(i.e. not "You hear an irritating whine") and NEVER do the demon taunts
since it cannot speak.
Demon lords can use almost the whole array of speaking verbs except for
"buzz" and "whine".
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5400 c06c8d41-db1a-0410-9941-cceddc491573
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Fix 1971216: Kills by confused undead use LIVING_KILLED_BY_SERVANT
instead because the message ("collateral kill") fits better
and, though it's basically a hack, the distinction does fit
somehow.
Fix 1914948: Tweak message when you resist a spell cast by an invisible
monster.
Fix 1946608: Print "Nothing appears to happen." if reading ?EWI when
unarmed.
I guess that's it, plus probably some more cleanup.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5378 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5346 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5300 c06c8d41-db1a-0410-9941-cceddc491573
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things, and similar creatures such as skeletal warriors) should use
CE_NOCORPSE, and hige-sized dragons that can be zombified should produce
big zombies.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5299 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5209 c06c8d41-db1a-0410-9941-cceddc491573
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defined monster name.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5120 c06c8d41-db1a-0410-9941-cceddc491573
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red, respectively, for orcs, orc warriors, and Urug. I don't play
ASCII, so this is solely based on player complaints. (But I figure
yellow works as a "lighter" version of orange = light red, possibly
better than the standard pair brown/yellow.)
Also, add gila monsters to the new colour scheme: they're always
magenta now.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4989 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4954 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4893 c06c8d41-db1a-0410-9941-cceddc491573
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be raised as plain kobold zombies.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4892 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4891 c06c8d41-db1a-0410-9941-cceddc491573
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warriors, and knights match those of plain orcs, since they leave plain
orc corpses. For the same reason, make the weights of big kobolds and
kobold demonologists match those of plain kobolds.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4882 c06c8d41-db1a-0410-9941-cceddc491573
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monster number. May be buggy.
Allow hydra zombies (they currently do not get the right number of heads).
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4872 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4760 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4675 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4665 c06c8d41-db1a-0410-9941-cceddc491573
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contaminated corpses.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4582 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4558 c06c8d41-db1a-0410-9941-cceddc491573
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related to their demon summoning, given that orc high priests have
hellfire resistance.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4557 c06c8d41-db1a-0410-9941-cceddc491573
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M_STATIONARY flag, and mark stationary monsters with it.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4553 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4551 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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the same spell list as in 0.3, and are marked as evil again. Also, orc
wizards, by extension, are marked as evil again to avoid the problem
with turning evil only upon experience gain. There should be a better
way to make them both non-evil again eventually...
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4367 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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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4180 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4035 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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Changed spell levels: bolt of fire, cold -> 6, lightning bolt -> 5, ball lightning -> 7.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3988 c06c8d41-db1a-0410-9941-cceddc491573
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still never heal more than 1 hp per turn.
Increase royal jelly movement speed, hp and attack damage. The royal jelly now spits out high-level jellies when it takes a high-damage hit of any kind. No experience for the expelled jellies, given that they're technically part of the royal jelly, and the royal jelly already gives a heap of xp.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3985 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3968 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3940 c06c8d41-db1a-0410-9941-cceddc491573
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