| Commit message (Collapse) | Author | Age | Files | Lines |
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Make it static; and to match the other data headers (mon-data.h etc.),
move the whole definition into mon-spll.h and remove the include guards
there.
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The list of spellbooks in mon-spll.h was originally independent of enum
order, but that changed when get_unique_spells was added. Return to
the good old days.
Thanks to doy for asking about it.
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There are already checks later on during the recall process (in
_try_recall) that make sure they aren't recalled onto non-habitable
tiles, so there's no need to ban them from recalling at the start.
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.cc, moving its contents into the new stepdown.cc and strings.cc.
(The latter also got many donations from libutil.h.)
Down with stuff! Up the new flesh!
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Pretending it is a gender for simplicity. Better might be to rename
gender_type to pronoun_type, and rename pronoun_type to pronoun_case or
something similar.
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It's in mon-util.h for now but probably should go somewhere else.
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Also improve a comment by making some examples less ambiguous.
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As part of a wider scheme to make draining temporary.
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Burning your own trotters might not be such a smart idea!
A thick slime forms on your front trotters.
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[Committer's note: squashed two commits. The second commit's message
was:
changed clua moninfo:spells() to return book sets/string tables like
describe.cc monster_info has_spells based on mostly on spellbooks.
describe and clua moninfo:spells's shared code moves to
mon-book.h/mon-util.cc
-neil]
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A good deal of functions move to the two new files, mon-poly and
mon-message. Of the others, some go to where they are used, some to
mon-util, and a few are made member methods of monster.
This probably breaks Xcode compilation, and I'm not able to test
the changes I made to MSVC that will (hopefully) keep it working.
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They have stats similar to fire crabs but slightly stronger. Instead
of fire clouds, they breathe clouds of ghostly flame, the spell that
revenants have.
I think that they combine two fairly unused monster mechanics -- the
"big cloud" that crabs have and the otherwise-unused ghostly flame --
to create a monster that is fairly understandable based on previous
ones but has interesting gameplay. Unlike revenants, they are not
spellcasters, and the cloud is more about bringing fellow monsters
to beat you up, since it does less damage, their HD being lower. They
also contribute a few more non-undead to Crypt, which I think is good
to have.
I'm not certain about the spawn weight, but in tests they seemed to show
up once or twice a level on Crypt:1 which seems about right. They simply
replace mummies in Tar; this doesn't seem very controversial.
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The complaints against the branch are well documented, mostly stating
Dancing Weapons are awful enemies and the Hall of Blades is filled with
them.
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This has incorrectly been 9 rather than 0 since the function was added
in 0.13-a0-927-g55b8bbf.
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Item inventory weights (based on item mass) generally don't lead to
meaningful decisions that justify the inventory juggling and interface
problems that come from having burden states. The 52-slot limit is a
better system for limiting inventory and providing inventory-related
decisions because it's not so fine-grained and doesn't require the
player to examine weights for each slot. Work is ongoing to improve
the slot system by consolidating food types and handling strategic
consumables in a different way.
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Don't worry; the whole point of this set of commits is to fix the problems
with them and their companion statues.
This partially reverts commit b4c3b502143418fb4fdb3faaa29a2ef6e9eabce5.
This reverts commit e1156a91a6a0b1bb26c7e7ee63710c3eefbd2739.
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They have all the usual problems of summoners, stationary monsters,
and special-cased interactions (with disintegration). Almost every
single vault that had them was "OCS / silver statue / ice statue"
or something like that, so fairly few actual changes had to be made.
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They were so annoying they were removed from holy zigs, reducing their
appearnces to just a few vaults.
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They will now be able to mature into whatever drac type they can
(i.e. white scorchers will still be disallowed) upon reaching the
appropriate HD. The goal is mostly to make draconian mercenaries
more attractive, since if they can survive they can become rather
strong.
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Has anyone ever noticed one running out in an actual game? Now that
they even have something else to be their defining characteristic,
it just seems weird.
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Adds monster attacks to monster_info and displays a line above monster
spell sets for monsters with attack flavours, such as "It may attack to
cause poisoning and deal extra fire damage." Player ghosts and random
pan lords use brands instead of attack flavours and so aren't described
here (and random pan lords shouldn't be anyway).
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Make salamanders native in Snake, eyeballs in Slime, humans in Vaults.
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There have been a lot of changes made over the years that weren't
reflected in this function; this should help simplify maintenance of it,
and has the added bonus of keeping things up to date with the new glyph
changes.
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There was no clear reason for them not to be when all other 'P' monsters
were.
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They were the only two monsters using it (allowing them to occasionally
eat food or corpses from the floor), and it was very unlikely to ever have
a significant effect.
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Or zombies of other illuminating monsters.
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Phantom Mirror
There was quite a bit of special case code for the 'fake' monsters
which Mara and other rakshasa would create that can be subsumed
beneath the general Phantom Mirror effect (which can properly create
fake dummies of any type of monster in a unified way).
The main practical gameplay difference that will result (aside from
bugs introduced by this, of course) is that the true Mara will
actually be disguised when he splits, instead of the player knowing
for sure which one he is (until two of them blink in the same turn,
anyway). This is a Mara buff, but it seems to me that an illusion
spell of this nature shouldn't have been so easy to see through in
the first place and that this is an overall better state of affairs.
(Also, the clones do have less hp than before, if you end up killing
the wrong one first).
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Code that was originally intended to let intelligent undead swap
past zombies so that they could follow you upstairs was now being
applied to all capped summoned creatures (since they also cannot
take stairs). This meant that same-holiness summoners would
displace their summons (and also be even easier to lure upstairs
away from them). The code now checks the monster's type only, and
ignores whether or not it is summoned.
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They feel like an important 'beast' of the druid's domain (and
they've always been able to recall drakes, which are apparently just
small dragons in the first place in Crawl).
For now I did not enable the other dragons (and fire and ice dragons
do show up in some Swamp ends). Perhaps it would be more uniform if
I did that, but they are also considerably more dangerous than other
eligible things, so I'm not sure if I should.
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The enum values were never checked in any code relating to chivalry,
except to see that a value wasn't 0 (ie it was a forbidden stab).
A recent bug arose from the bad naming, too.
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None of them are currently used anymore, there are already
non-poison-based equivalents for each stat (and it's debatable
whether stat drain like this is even a good mechanic in the
first place).
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