| Commit message (Collapse) | Author | Age | Files | Lines |
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8161 c06c8d41-db1a-0410-9941-cceddc491573
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arena_delay.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8129 c06c8d41-db1a-0410-9941-cceddc491573
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spells behind glass.
Fixed 2174517: V giving information about unknown items in stashes.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8128 c06c8d41-db1a-0410-9941-cceddc491573
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Deconstruction more generic.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8050 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8034 c06c8d41-db1a-0410-9941-cceddc491573
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mons_spells(), and added the new spells Fire Breath, Cold Breath and Draconian
Breath to trigger that functionality. Also added the new spell Acid Splash to
replace monstuff's _plant_spit(), and Sticky Flame Splash, which is exactly the
same as Sticky Flame except for the messages it gives and when it makes noise
(monsters now spit sticky flame instead of breathing it). All things that were
handled as monster special abilities are still handled as such, and were just
changed to manually invoke mons_cast().
The spell messages in dat/database/monspell.txt can now take advantage of a new
substitution, "@target@", which is expanded into the spell's target.
Added the spell flags SPFLAG_INNATE, for monster spells which are innate even
when the monster is a priest or wizard, and which can be used by them when
silenced, and SPFLAG_NOISY, for spells which produce noise even when used by
monsters other than priests or wizards.
Added the monster class flags M_SPELL_NO_SILENT, for monsters which aren't
wizards or priests, yet still can't use spells if silenced (currently only used
for Geryon blowing his horn to summon beasts), and M_NOISY_SPELLS, for monsters
which can cast spells when silenced, yet whose spells make noise when not
silenced (currently only used by curse skulls and Murray).
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7828 c06c8d41-db1a-0410-9941-cceddc491573
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was considered ranged.) Improved the logic somewhat. Fixes 2398859.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7813 c06c8d41-db1a-0410-9941-cceddc491573
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chooses a different, random beam flavour (which undoudtedly needs to have their
relative weights changed after playtesting) for each square it passes through,
but in the future it might do things like bounce off walls at weird angles or
animate weapons left laying on the ground.
Added CLOUD_CHAOS, though it doesn't do anything yet.
Monsters which are marked summoned or otherwise given ENCH_ABJ can also be
marked with the type of summoning that happened, which is stored in the
until-now-unused ENCH_SUMMON. This is useful for figuring out if a monster has
ENCH_ABJ but isn't really summoned (like fire vortices created by Fire Storm or
dancing weapons created by Tukima's Dance) so that they won't be affected by
abjuration. It's also currently used to do a different "dissapears in a puff
of smoke" messages for summoned monsters based on the summoning type, so that
monsters summoned by Shadow Creature "dissolve into shadows" and don't leave
behind any clouds, and temporary god gift monsters from good gods "dissolve
into sparkling lights". In the future it might be used to do temporarily
animated corpses, which turn back into a corpse when killed or when the
animation runs out.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7778 c06c8d41-db1a-0410-9941-cceddc491573
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* appear in bands of 2-5
* use bat like movement
* may steal (= destroy) the player's food.
Still needs a tile.
Also, actually use the M_BATTY flag instead of hardcoding batty monsters.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7734 c06c8d41-db1a-0410-9941-cceddc491573
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a random type (including enchantments, which isn't so good since they don't
have a visible beam). Might want to add BEAM_CHAOS and make it a beam of that.
Weapons of chaos either does a random brand effect (fire, poison, etc) or a
random chaos effect (which includes cloning the attack victim).
The AF_CHAOS monster attack flavour either does a random monster flavour or
chaos effect (same chaos effects as for weapons).
The relative frequency of all the different effects/brands/flavours no doubt
needs adjustment.
All of this is currently only available via Xom. 10% of all common-type demons
sent in by Xom will be chaos spawn (the only kind that use AF_CHAOS, and never
randomly generated otherwise). All item gifts from Xom which are generated
with a brand will have their brand switched to chaos (this should probably be
made to happen less than 100% of the time). And finally one of Xom's bad acts
is to upgrade a non-branded weapon of a nearby hostile monster to a chaos brand
(this might need to be made less (or more) common).
Oh, and if a randart has a brand which would be identified if it were merely an
ego weapon, it now identifies the RAP_BRAND property of the randart.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7704 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7625 c06c8d41-db1a-0410-9941-cceddc491573
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mons_throw() should have been using the mslot of the weapon, not weapon's
mitm index.
Introduces the new functions get_mon_equip_slot() and item_to_mslot().
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7530 c06c8d41-db1a-0410-9941-cceddc491573
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them, since they don't get weapons. These are currently identical to
AT_HIT, except that they don't use a weapon, as with the already
existing AT_TAIL_SLAP.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7454 c06c8d41-db1a-0410-9941-cceddc491573
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list of glowing monsters.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7418 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7408 c06c8d41-db1a-0410-9941-cceddc491573
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as it weakens the spell too much.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7326 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7324 c06c8d41-db1a-0410-9941-cceddc491573
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taking stairs, and consolidate the logic for this and other
stair-ignoring undead in a monsters::can_use_stairs() function.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7323 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7264 c06c8d41-db1a-0410-9941-cceddc491573
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on crawl-ref-discuss.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7263 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7254 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7170 c06c8d41-db1a-0410-9941-cceddc491573
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of the work involving speed uses speed increments.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7167 c06c8d41-db1a-0410-9941-cceddc491573
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monsters.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7166 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7152 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7151 c06c8d41-db1a-0410-9941-cceddc491573
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the level of individual monsters.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7148 c06c8d41-db1a-0410-9941-cceddc491573
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replace it with two new habitats: HT_AMPHIBIOUS_LAND and
HT_AMPHIBIOUS_WATER, to indicate which habitat a monster prefers. This
effectively gives amphibious monsters primary and secondary habitats;
check both when trying to place such monsters. With these changes,
merfolk can be placed on land properly (via wizard mode's &M) when no
water is around. The one monster that can move through rock is affected
as well: rock is its primary habitat, while land is its secondary one.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7142 c06c8d41-db1a-0410-9941-cceddc491573
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Improve exclusion los behaviour.
* now takes into account what the player knows of the map
* don't autoremove exclusions if you don't know the monster died
* the los gets updated as the player explores the area
For some reason this doesn't work when you dig into an excluded area.
FR 2006559: Sort monsters in description menu (?\) using the same
measure as the monster list does.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7132 c06c8d41-db1a-0410-9941-cceddc491573
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don't allow those in orc form to become Beoghites' followers.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7006 c06c8d41-db1a-0410-9941-cceddc491573
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into a file crawlhistory.txt in docs/obsolete.
I used a perl script to do this under the assumption that all these
change logs used the same system following the keyword "Change History".
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6930 c06c8d41-db1a-0410-9941-cceddc491573
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several tweaks: its resistances are the inverse of the freezing
wraith's, but with sticky flame resistance added, and its console
character is a lightred 'z'. As specified, it uses a sticky flame melee
attack: AF_NAPALM. Note that it needs a tile.
Also, expand the list of servants that Yredelemnul can send, as
specified by Lemuel awhile ago (including the flaming corpse). This
expansion allows the sending of more than one creature per instance,
currently only used for Yred's flying skulls.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6873 c06c8d41-db1a-0410-9941-cceddc491573
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by the MiscastEffect class, which has helper methods to make most of
the non-helper code agnostic with respect to whether the miscaster is
the player or a monster. Mummy death curses now affect monsters, and
Zot traps now directly affect friendly and good-neutral monsters.
In wizard mode you can force the player or a monster to miscast by
targeting it and pressing 'M'.
Todo/issues/notes:
* Clouds now have a killer_type in addition to a kill_category.
* There aren't any divination monster miscast effects yet.
* Many of the harmless message-only miscast effects are missing
monster messages.
* If a monster actually miscasts a spell (not getting a mummy
death curse or setting off a Zot trap) and this kills both the
monster and the player then the wrong monster will be listed in
hiscore entry. Since monsters can't do true spell miscasts yet, this
can wait.
* There was old, non-functioning code making Zot traps heal, haste or
turn invisible hostile monsters that triggered it. I fixed it and
then commented it out.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6723 c06c8d41-db1a-0410-9941-cceddc491573
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most likely broken in some places and might break tiles. Will fix in the
near future.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6636 c06c8d41-db1a-0410-9941-cceddc491573
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Allow monsters (including player ghosts) to use fire storm and ice storm, give Lom Lobon ice storm and Cerebov fire storm. Lom Lobon also gets conjure ball lightning.
Mnoleg gets Summon Horrible Things instead of polymorph/shadow creatures.
Gloorx gets symbol of torment instead of summon demon.
Hellion hellfire burst now behaves the same way for both hellion vs player and hellion vs monster.
Merged monster vs player and m vs m handling for direct spell effects such as smiting.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6621 c06c8d41-db1a-0410-9941-cceddc491573
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a very fast missile attack.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6526 c06c8d41-db1a-0410-9941-cceddc491573
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the level to use the pathfinding routines for patrolling. The monsters
still sometimes disappear when near the exit instead of on it, which
needs to be fixed, but it's vastly closer to working properly.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6186 c06c8d41-db1a-0410-9941-cceddc491573
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monsters, or for monsters that aren't holy, natural, undead, or demonic.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6085 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5966 c06c8d41-db1a-0410-9941-cceddc491573
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find the nearest exit, and disappear once they reach it. There's a new
travel target, MTRAV_EXIT.
Notes:
This is currently very simplistic. The monsters still don't use
pathfinding, so if they're blocked, they'll just stand there again.
With shaft traps, the monsters shouldn't try to go directly to the
target, since they can't disappear at the same time they fall through to
another level.
With teleport traps, they should only go to them when all paths to exits
are blocked, and they shouldn't disappear when they hit them. There may
also be issues if a monster hits one and reappears nearby, since it
won't be far enough outside the player's LOS to disappear.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5935 c06c8d41-db1a-0410-9941-cceddc491573
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BEH_LEAVE replaces BEH_INVESTIGATE, which wasn't being used.
Notes:
Since leaving the level is similar to fleeing in some ways, monsters
leaving the level share some behaviors with fleeing monsters: they are
less likely to shoot; they are more likely to use scrolls of blinking or
teleportation; and leaving eyeballs won't paralyze you or drain your MP.
Leaving the level is also similar to lurking in some ways, so it won't
be interrupted by noticing something, just as with lurking.
Getting far enough away from a monster will make it leave the level
(i.e., die with KILL_DISMISSED and MF_HARD_RESET, so it takes its stuff
with it), as will getting it into a grid it can submerge in, at which
time it will submerge and leave the level. Neither of these apply to
monsters that can't move, of course, except for mimics, since they can
teleport.
Incomplete things (sorry for the mess):
I still haven't figured out how to make a monster target a dungeon
feature (in this case, the nearest level exit, the nearest teleportation
or shaft trap, or the nearest submersible grid), so, currently, a
pacified monster will just go to where its last target was and stand
there until/unless one of the aforementioned level exit scenarios
occurs.
Pacified monsters can still cast summoning spells. Whatever they summon
is neutral, just as they are, but such summons can still get in the way.
(Try pacifying an orc high priest, for example.) Maybe summoning should
be disabled or have its chance lowered for neutral monsters in general,
unless something's in their way?
Speaking of targeting, the leaving-by-submerging scenario should occur
only if there's no other way to reach the target: all ways off the level
are blocked, the monster's habitat is water and it's not amphibious, the
monster's habitat is lava, or (possibly) the monster's habitat is rock.
There should be a message if the monster leaves the level, but what
about the ones that do so out of the player's LOS?
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5924 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5900 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5899 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5891 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5885 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5814 c06c8d41-db1a-0410-9941-cceddc491573
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granted to you by that god are affected.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5803 c06c8d41-db1a-0410-9941-cceddc491573
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player spell "Paralyse" with it, i.e. not the wand/potion/misc. effects.
Petrify is a 4th level spell of the Enchantment/Transmigrations school
(a unique combination, I believe), all other values (incl. the level)
were shamelessly stolen from Paralysis.
Anyway, it consists of two elements (so I actually added TWO new
enchantments), Petrifying and Petrified.
A monster that is petrifying cannot move around but can perform actions
like hitting adjacent monsters or casting spells at a slowed rate (1.5
of the normal cost). Once this sub-enchantment runs out (happens faster)
the monster cannot move or act anymore, so it works like Paralysis. The
damage you do during stabbing is one third of what you'd do otherwise,
for both states of enchantment, and for both stabbing counts as
unchivalric behaviour.
It has not been implemented as a monster spell, and ghosts of characters
that had it will use Paralyse instead. Consequently, the effect on the
player (in self targetting) only handles the Petrified part.
Numbers, esp. enchantment timeout, will need tweaking. They're currently
Petrifying:
cturn = 50 / _mod_speed(10, mons->speed);
Petrified:
cturn = std::max(8, 150 / (1 + modded_speed(mons, 5)))
because I wanted the first to always run out faster than the second, but
at the same time make the ratio of Petrifying/Petrified tilt in favour
of the first for powerful monsters. The numbers are more or less made
up, and tested with different monsters in wizard mode. Still, could be
anything between too weak and overpowered, though the latter is more
likely.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5761 c06c8d41-db1a-0410-9941-cceddc491573
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and make them become enraged by your lawful aura if you start
worshipping Zin.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5750 c06c8d41-db1a-0410-9941-cceddc491573
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which gift. There was an unused god parameter in the monsters struct,
which was probably intended to hold which god a monster worshipped.
I've used it as an indicator of which god sent the monster, under the
assumption that gods would send their own worshippers as gifts. (I hope
this isn't an abuse of it.)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5748 c06c8d41-db1a-0410-9941-cceddc491573
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