| Commit message (Collapse) | Author | Age | Files | Lines |
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6146 c06c8d41-db1a-0410-9941-cceddc491573
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descriptions will have to be updated. If special cases are seen as
invaluable part of that god's design, they should be reworked to not to
ressemble grinding anymore and/or gain flavour. (Compare with Ely's
weapon destruction or Trog's book burning.)
Disallow merfolk monsters in the Swamp and reduce their "rare"
probability in the main dungeon to that of flying skulls.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6046 c06c8d41-db1a-0410-9941-cceddc491573
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suggested by dolorous in BR 1977925, and turn coloured draconian
corpses into plain draconian skeletons. Same when the game attempts
to create coloured draconian skeletons or simulacrums.
Added autoinscription to the single inscription command ('{') - this is
necessary for items with long descriptions that can't autoinscribed
otherwise.
Added a small hack to make death cobs (%) appear correctly in the monster
list.
The rest is cleanup, I believe.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5376 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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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4433 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4432 c06c8d41-db1a-0410-9941-cceddc491573
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* Add "small simulacrum" and "player ghost" to the database (albeit
with unoriginal descriptions), so they can be found.
* Add MONS_DRACONIAN to mons_misc_level(), so they are a
valid monster for the search (same as MONS_HUMAN and MONS_ELF).
* Don't look up draconian_colour for database constructed draconians
(mon.number = 0) to get rid of the "buggy" colour description.
* rename static functions in the modified files
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3795 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3388 c06c8d41-db1a-0410-9941-cceddc491573
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and mermaids. The latter are more interesting. ;)
Whenever a mermaid sings there's a chance you get beheld, meaning you
cannot move away from the mermaid, that is cannot increase the
distance between you and her. (Because of the distance pecularities
this means at dist 1 you can only be NSW or E of the mermaid but not
the diagonal directions.)
If you manage to be beheld by several mermaids at the same time, your
movements have to respect the distance to all of them.
I've added a vector beheld_by that keeps track of beholding monsters
and makes checking distance and updating beholding status easier.
Merfolk are immune to the mermaid song.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2453 c06c8d41-db1a-0410-9941-cceddc491573
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Added mon-pick related function mons_global_level(), which returns
a reasonable level value for monsters independant of the place
of the monster, primarily useful for comparing the levels of two
monsters which might never show up in the same place (in which
case mons_level() is useless).
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2186 c06c8d41-db1a-0410-9941-cceddc491573
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crawl_environment, player and monsters classes have been left in
externs.h, which necessitates that all of the enums references by
those classes stay in enums.h, since you can't forward declare an
enum. However, it's a start.
Also, portions of misc.{cc,h} have been split off into traps.{cc,h},
place.{cc,h} and terrain.{cc,h}
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2095 c06c8d41-db1a-0410-9941-cceddc491573
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there needs to be an invocation that can train Invocations, and Banishment is
too costly to use for everyday training.
Corruption is still a first-cut, needs more work and playtesting:
- Terrain modification is one-time only. Creeping modification requires too
much savegame magic.
- The monsters gated in during the corruption effect are occasionally hostile,
but mostly neutral. Neutrals will attack hostile monsters and also pets,
but will leave other neutrals and the player alone (in general). A neutral
that wants to go somewhere, but finds the player in the way will still take
a swing at the player.
- Beams are still not fixed to handle neutrals correctly (so neutrals do not
target and shoot right yet), will fix soon.
Breaks save compatibility.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@1990 c06c8d41-db1a-0410-9941-cceddc491573
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Added javelins and sling bullets. Only Urug gets javelins at the moment. No
monster gets sling bullets, but they can be randomly generated.
Added deep elf blademasters and master archers to provide Silence-users some
entertainment on Elf:7. I've adjusted the non-rogue-layout Elf:7s to use
blademasters.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@1732 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@1477 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@1383 c06c8d41-db1a-0410-9941-cceddc491573
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Tweaked generation probabilities to make it somewhat easier.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@1349 c06c8d41-db1a-0410-9941-cceddc491573
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In any given game, either the Islands or the Swamp will be generated (50%
chance of each) as Lair subbranches.
The Islands have a ranged-attackers theme and are 5 levels deep.
THIS IMPLEMENTATION IS INCOMPLETE, so beware! The following things need
to be added:
1. A level-5 vault to contain the islands rune (the rune is coded, but
it doesn't show up yet - so for now, if you get the Islands, you'll be
stuck with one less rune.) A unique Cyclops, Polyphemus, to guard it might
be a nice idea. Perhaps we should block controlled teleport until he's
dead, too.
2. Making the island structure depth-dependent (i.e., more islands on
deeper levels.)
3. Shallow water fractalisation.
4. Probably more stuff I forgot.
I also put in various minor fixes.
Breaks savefiles, possibly highscores too. I'll put in a savefile version
bump later.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@1289 c06c8d41-db1a-0410-9941-cceddc491573
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Removed the limit on how many monsters can be generated as I don't think
it was ever being reached.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@1257 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@972 c06c8d41-db1a-0410-9941-cceddc491573
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into a single function (well, two.)
Since '>' is taken, '!' is now used for requesting that the beam stop
short at a specific point. However, this is currently buggy: ' ', '.'
and '!' all do the same thing for now - the beam will *always* stop right
there. Fixing this will need a bit of hacking at the zapping functions.
Don't worry, it'll get done.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@887 c06c8d41-db1a-0410-9941-cceddc491573
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Breaks savefiles.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@683 c06c8d41-db1a-0410-9941-cceddc491573
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NOTE: This commit is *buggy*; the final Hell vaults contain buggy runes
now. Will fix later; this is a benchmark, since hopefully everything else
works.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@682 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@611 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@452 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10 c06c8d41-db1a-0410-9941-cceddc491573
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