| Commit message (Collapse) | Author | Age | Files | Lines |
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A blood-sucking amphibious 'w'-glyph. It also submerges, much like swamp
worms, but will follow you onto dry land.
It has a tile, but after a quick play through of Swamp and using wizard
mode to create some, it's quite difficult to see. Hopefully someone can
improve the tile for me!
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This brings it in line with all the other "drake" monsters: "swamp
drake", "death drake", etc. I don't believe this change is contentious,
and I hopefully haven't broken tiles build.
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Sixfirhies move in bursts: speed 30, but act only on 4 turns out of 12.
They also get a bonus to moving compared to other actions (move cost 60%).
Damage brand is AF_ELEC -- it's unproportionately dangerous, so the numbers
only look small.
Also, electricity heals them! It won't bring the back from over the edge
if physical part of damage got them to 0 hp or less, in this case, they'll
explode instead.
Keeping with the long tradition of Crawl's demon names, the credit for this
one goes to timecircuits' cat.
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Also fix some erroneous whitespace in the syntax file.
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Specifically, ensure that all such monsters with corpse types get the
M_NO_SKELETON flag, while others don't (as it's redundant).
Make sure all monsters with corpse types get M_NO_SKELETON
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Identical stats to a normal human, but start with an animal skin and a
different description. They should probably spawn with a weapon too.
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With 30 kills to 5696 deaths, Michael just isn't unique enough.
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Make spore production use a timer instead of a chance per turn.
Give ballistomycetes 2 basic states, for now differentiated by glyph
color. They start out magenta and have a slow spawn rate (1 per ~1500
turns), when a ballisto dies any others on the level become active,
changing color to light red and spawning spores quickly (1 per ~150
turns)
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Adjust his placement to be more weighted towards Lair.
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I'm pretty sure I've managed to replace every instance of a reference to
these files, so I hopefully haven't missed anything.
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Yiuf still only appears in his cottage (generated from D:2-7), still
generates with a quarterstaff of chaos and a cloak, but is now randomly
coloured at the start of the game, and has randomised speech. You leg
down broken song!
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They only get hellfire resistance now (with the fire resistance that
implies), and their spellbooks have been tweaked so that both contain
evil spells: the first has Throw Flame added as a complement to the
second's Bolt of Fire, and the second has Pain added as a complement to
the first's Pain.
Accordingly, the check for natural monsters' resisting hellfire has been
removed from monsters::is_evil().
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Remove unneeded reset() in the initialization function, and set
resistances properly to avoid crashes when e.g. checking poison
resistance when trying to place them in poison clouds.
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overly long lines.
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He's supposed to be better than orc high priests, which have it.
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blink frogs and Prince Ribbit in blink frog form consistent (i.e., so if
Prince Ribbit is polymorphed into another form, he'll no longer
erroneously act like a blink frog in some cases).
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This is consistent with all other trolls.
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This is consistent with other ogre magi and other demonologists.
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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.
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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.
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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.
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Though do not actually give him the actual_spells flag. Instead, treat
the slimes as gifts from Jiyva. Flavour messages could use a tweak.
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natural monsters with hellfire resistance as evil (since they likely got
it through evil pacts or the like, as opposed to things like fire
elementals, which are just made of fire).
This ensures that all hell knights are evil, even if they get the
spellbook with only Bolt of Fire and Blink, without marking Harold as
evil for getting that same spellbook.
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high priests resist it too.
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Also, properly anger monsters that start off non-evil, but level up into
evil monsters.
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can randomly get contain evil spells.
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In mon-data.h, remove the M_FLIES and M_LEVITATE flags, and instead use
a flight_type variable indicating flight status.
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Unify checks for monsters with chaotic spells, and do the same for them.
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Currently, only unholy monsters are marked as evil this way.
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