| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Historically, M_GLOWS_LIGHT was originally a hardcoded list of monsters
that can't be backlit: the list was mostly glowing creatures, but also
some inherently shadowy ones. When the use of the flag was subsequently
expanded, it be
Now shadowy creatures:
* Can go invisible (even more shadowy)
* Have a stealth bonus, not malus.
* Are described as "wreathed in shadows" rather than "outlined in
light".
Give the flag to shadow fiend, shadow dragon, phantasmal warrior,
spectral weapon, and shadow fiend. Don't give it to spectral things,
which are explicitly described as glowing.
(cherry picked from commit c9348eb8f6c4cd4f327a8e0eba418e53d0be50d5)
Conflicts:
crawl-ref/source/mon-flags.h
|
|
|
|
|
|
|
| |
This removes the implicit haste, might, and HP boost associated with
frenzy. Frenzying a natural monster also hastes and mights them;
frenzying a non-natural monster will simply make them attack nearby
monsters indiscriminately without any combat enhancements.
|
| |
|
|
|
|
|
|
| |
This is the only gameplay effect left, and only effect in tiles at all.
I'm unsure about whether this is worth keeping, feel free to revert.
|
|
|
|
|
|
|
| |
It leads to no end of problems, and its only purpose was showing 'z'/'Z'
glyphs.
Note: custom monster glyphs on the main screen are broken since af76f80.
|
|
|
|
|
| |
The perl one-liner I use for this had a bug where it didn't match "else"
at the end of a line (ie, most of the time).
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
I had to rename distance() (in coord.h) to distance2() because it conflicts
with the STL function to compare 2 iterators. Not a bad change given how it
returns the square of the distance anyway.
I also had to rename the message global variable (in message.cc) to buffer.
I tried to fix and improve the coding style has much as I could, but I
probably missed a few given how huge and tedious it is.
I also didn't touch crawl-gdb.py, and the stuff in prebuilt, rltiles/tool
and util/levcomp.*, because I have no clue about those.
|
|
|
|
|
| |
I left a few cases where it helps disambiguate between global and object
functions by the same name (formatted_string::cprintf(), etc).
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Profane servitor: An angel twisted into an undead monster by
Yredelemnul. He gifts these as a new tier above bone dragons. They are
in Yred's elemental colors, generated wielding a demon whip, probably
slightly better than a bone dragon in melee, and have res holy instead
of holy vuln like most undead. It also generates an umbra. Only Yred
gifts spawn them currently though they'd be great for some vaults.
umbra: An 'antihalo' composed of flickering darkness, which is the
opposite of a halo. Creatures in an umbra are harder to hit with both
ranged/melee, but get a stealth bonus. Currently only profane servitors
generate an umbra. Demons, undead, and worshipers of Yredelemnul
(at **+ for players, but all monsters) aren't harmed by an umbra but
still get the stealth boost.
The patch also changes the "Glow" status light to "Contam", and displays
"Glow" when actually backlit (for whatever reason: halo, sticky flame,
corona).
|
|
|
|
|
|
|
| |
"File:" is shown in your editor's status bar.
"Written by:" was used only for the first person who changed a file. We got
git for that now, and pre-DCSS history is so woefully inaccurate it doesn't
really matter.
|
| |
|
|
This could be used for a variety of things, but the initial
implementation will be for monster invisibility: the stealthier a
monster, the less likely that it will trail around coloured {s.
|