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* Give vanilla merfolk throwing spears instead of javelins.Darshan Shaligram2010-01-031-12/+4
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* Repair monster ability to use throwing weapons.Darshan Shaligram2010-01-031-2/+3
| | | | Monsters were unable to use throwing weapons in inventory, and would reject throwing weapons at generation time, fixed.
* Remove hand crossbows.Jude Brown2009-12-311-2/+1
| | | | | | | | | | | | | | | | | | 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 Random elves that generated with hand crossbows before no longer do so, and this has not been replaced by normal crossbows.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!
* Give boss merfolk small bands of regular merfolk as lackeys.Darshan Shaligram2009-12-301-1/+17
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* Boost Ilsuiw stats and give her Call Tide, which strongly boosts the tide in ↵Darshan Shaligram2009-12-291-0/+12
| | | | Shoals, pegs it towards high tide, and includes a local high tide maximum centered on Ilsuiw, which can be double the height of the normal high tide.
* Add merfolk javelineers to the Shoals, add descriptions for the three new ↵Darshan Shaligram2009-12-291-19/+30
| | | | merfolk types.
* s/merfolk gladiator/merfolk impaler/Darshan Shaligram2009-12-291-3/+3
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* s/merfolk elementalist/merfolk aquamancer/ (sorear).Darshan Shaligram2009-12-291-2/+2
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* Merfolk (water/ice) elementalists join the Shoals guard.Darshan Shaligram2009-12-291-0/+9
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* Merfolk gladiators join the Shoals party.Darshan Shaligram2009-12-291-0/+41
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* New (rakshasa) unique: Mara, Lord of Ilusions.Jude Brown2009-12-241-0/+8
| | | | | | | | | | | | | | | | | | | | | | | | | | This re-uses several ideas from the Emerald Eye FR, and implements the spell "Mislead": this grants the "Misled" status effect to the player, and causes on-level monsters to appear (glyph, name and tile) to be other monsters. Only their appearance is changed. Healing potions and rain remove this status effect. Mara also has a beefed-up version of the Rakshasa clone spell: it instead creates an "exact" clone (slightly altered spells list, and non-unique status for his clones). Only two will ever be created at once. Finally, he has the spell "Summon Player Ghost". This spell creates a ghost of the player (though marked as a summon, meaning that it (shouldn't) register a milestone, though it will be treated as a self-ghost kill) that is hostile. Only one of these should be existant at any one point in time. I'm pretty sure that I haven't broken anything, but would definitely appreciate someone sanity-checking this commit. Known minor issue: Kirke's summon ugly things being cast while having the Misled status causes them to show up with no glyph.
* Remove some debugging statements.Johanna Ploog2009-12-151-9/+1
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* Sometimes give the hat of Pondering to Gastronok.Johanna Ploog2009-12-151-10/+50
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* Make Gastronok's wizard hat a "good item". Still just +0, a lot of the time.Johanna Ploog2009-12-151-0/+3
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* Pre-emptively adjust Aizul. (dpeg)Jude Brown2009-12-101-18/+0
| | | | | In preparation for the guardian naga -> guardian serpent change. A compromise of sorts.
* Give deep elves long blades again. (dpeg, doy, sorear).Jude Brown2009-12-061-5/+6
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* Don't give deep elves long blades or maces (dpeg).Jude Brown2009-12-061-4/+8
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* Remove unnecessary header-header includes.Robert Vollmert2009-11-271-0/+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.
* Properly mark blessed whips as TSO gifts (Scourges instead of Blades).David Lawrence Ramsey2009-11-191-2/+2
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* Switch angels from maces to whips.David Lawrence Ramsey2009-11-191-1/+1
| | | | As before, speed and healing can compensate for the loss in damage.
* Switch angels from using great maces to holy scourges.David Lawrence Ramsey2009-11-191-1/+1
| | | | | They'll do less damage, but their great speed and healing powers mean that they won't be weakened much.
* Make Pikel's slaves actually slaves (new monster).Jude Brown2009-11-161-0/+1
| | | | | Identical stats to a normal human, but start with an animal skin and a different description. They should probably spawn with a weapon too.
* Oops, missed some Michael stuff.Jude Brown2009-11-141-1/+0
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* Increase avg plusses on Crazy Yiuf's quarterstaff.Adam Borowski2009-11-121-2/+2
| | | | | The original idea was to dupe players into using this stick and then splatting on a berserk ogre.
* Replace actor::is_unholy() with actor::undead_or_demonic().David Lawrence Ramsey2009-11-101-1/+1
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* Make Crazy Yiuf an actual unique, combining aspects of the Mad Roy FR.Jude Brown2009-11-101-0/+16
| | | | | | | 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!
* Make Psyche actually get a chaos or distortion weaponCharles Otto2009-11-081-0/+1
| | | | | The brand given to Psyche's weapon was getting overridden farther along in _give_weapon
* Split away monsters' starting gear from makeitem.cc to mon-gear.ccAdam Borowski2009-11-081-0/+1535