| Commit message (Collapse) | Author | Age | Files | Lines |
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Fireball is an XL6 spell, and with HD3, that means 3d10 damage per hit.
With haste, this makes it slightly overpowered. It's a great theme and I
like the idea, but unfortunately Fireball is just too deadly in this
context.
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The previous incarnation basically made it a necessity to kill Duvessa
first, otherwise she would go berserk and easily kill the player; this
is both spoiler-ridden and unbalanced.
Instead of making Dowan run away in fear, he'll be temporarily hasted,
and receive an upgrade of spells. Fireball will replace both of his
conjurations, and Corona and Haste Other are replaced by Blink and Haste
respectively.
Fireball tracers currently don't seem to work properly, meaning that
Dowan can kill himself with his own Fireball. This is undesirable.
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Monsters were unable to use throwing weapons in inventory, and would reject throwing weapons at generation time, fixed.
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its gear from a height.
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We now have much less duplication of logic, yay.
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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.
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Boost kraken and tentacle damage. Force the tentacles to stay close to the body of the kraken to make the creature look more like a unit.
Tentacles are now amphibious and can reach out onto land, although they cannot stray too far from the main body.
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these days.
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This should also hopefully deal with summoned ghosts in the kills
tracker.
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Hopefully this is the last of them. Summoned ghosts shouldn't be treated
as milestones, especially as, when they time out, it gives a "banished
XYZ's ghost" milestone.
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projectiles as non-monsters.
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compiler
could call unnecessary functions. For paranoia, I left even any uses of std::string.
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This sets monster::props["original_was_unique"] to a boolean value. This
value is also carried across polymorphs, so polymorphing multiple times
will still generate a milestone.
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saving RNG state.
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Also, keep afflicted monsters from attacking the player. It's bad if they
just got "impressed by your words" yet they hunt you and you can't even
fight back.
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MonPropsMarker can be used to set "speech_func" and "shout_func" on a
monster, functions which return a string to be used as the monster's
speech/shout message.
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Also provide checks for whether or not the monsters can speak or not:
they may have been polymorphed.
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Removed inclusion of travel.h from most .h files to reduce the number
of .cc files dependant on it. This involved moving the level_pos
declaration to externs.h, moving the flood_find template to it's own
header file, and moving two typedefs from travel.h to travel_defs.h
because typedefs can't be forward declared (argh).
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Polymorphing either Pikel, Kirke or Duvessa/Dowan rendered their death
effects useless, as it checked monster->type and not the original
monster (ie, monster->mname).
Instead of checking monster->mname, though, store the name in
monster->props, to stop sorear complaining.
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This now means that speech_key will override the lookup: instead of
looking up the monster's name, it will first look up the speech_key's
value.
speech_prefix retains the original implementation of speech_key (adding
a single prefix to a list of possibles).
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Monsters leaving behind trails of clouds (like fire elementals) or
leaving clouds on death (like simulacrums) were causing auto-exclusions
to be placed, as if they were generated by fog machines; fixed.
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it nevertheless.
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It's not just used for the first monster.
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This mostly puts && and || on the proper lines, per the style guide.
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Chaotic things are now shapeshifters, mutators, etc., while unclean
things are diseasing things, rotting things, etc.
Zin still hates both. As good gods treat both unholy and evil monsters
as evil, he'll treat both unclean and chaotic monsters as chaotic.
Note that silver will only do extra damage to chaotics, as before.
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Other headers now don't need to include all of itemprop.h.
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This removes a couple of unnecessary includes from header files.
I may have missed adding some tiles includes.
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If a monster "dies" from disintegration/nuke, but then is saved by
divine intervention, it shouldn't still explode when it dies later.
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