| Commit message (Collapse) | Author | Age | Files | Lines |
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I had two orc priests throw their spears at me instead of smiting me.
Monsters with a ranged attack were prevented from picking up missiles
but not from throwing their melee weapons.
If we want e.g. mermaids to be able to throw stuff at the player, we
will have to tweak the check to ignore some los abilities.
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I removed an "unoccupied" because a comment claimed this shouldn't
matter for splitting and also because doing so seemed to have the
desired effect.
I also added a check to make sure that splitting only takes place
if it doesn't increase the distance to the foe, other adjacent
cells are fine of course.
With these changes, luring merged slime creatures into open areas
causes them to split.
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monsters::timeout_enchantments is called when returning to a
level; it blinks monsters that were confused and used to message
that the monster blinks. This fixes that message.
Things are still a little weird: You still see the confused monsters
when entering the level and get the "less confused" messages before
they're redrawn elsewhere. Not quite sure how this should be done
properly.
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Increases minor version by one as travel_exclude now stores a string
rather than the monster type, which is more versatile and can also
be used for cloud names.
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messages about monsters wielding 6 spears).
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This introduces a new monster enchantment: ENCH_INSANE (or frenzy),
sends the monster neutral and berserk at the same time. The needle now
has the effect of causing this enchantment, instead of just sending
monsters berserk.
It now actually has some use, even if it is slightly risky.
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Previously, they were getting +50% HP and no healing. Now, they get +100%
HP and no healing. They still use 0.2 timeout rules though - no penalty
for walking around.
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Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
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This replaces "protection" on all ranged weapons, and will only generate
on those.
This commit also fixes shopping values for the new needle brands.
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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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these days.
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I'm just building the bikeshed - somebody else needs to paint this stupid thing.
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This re-uses several ideas from the Emerald Eye FR, and implements the
spell "Mislead": this grants the "Misled" status effect to the player,
and causes on-level monsters to appear (glyph, name and tile) to be
other monsters. Only their appearance is changed.
Healing potions and rain remove this status effect.
Mara also has a beefed-up version of the Rakshasa clone spell: it
instead creates an "exact" clone (slightly altered spells list, and
non-unique status for his clones). Only two will ever be created at
once.
Finally, he has the spell "Summon Player Ghost". This spell creates a
ghost of the player (though marked as a summon, meaning that it
(shouldn't) register a milestone, though it will be treated as a
self-ghost kill) that is hostile. Only one of these should be existant
at any one point in time.
I'm pretty sure that I haven't broken anything, but would definitely
appreciate someone sanity-checking this commit.
Known minor issue: Kirke's summon ugly things being cast while having
the Misled status causes them to show up with no glyph.
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compiler
could call unnecessary functions. For paranoia, I left even any uses of std::string.
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so post-hit effects can take place.
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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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Instantaneous, non-contaminating controlled teleport. Bypasses
FPROP_NO_CTELE_INTO as well as -TELE artefacts.
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This solves "Duvessa screams as her is devoured by a tear in reality".
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Sixfirhies move in bursts: speed 30, but act only on 4 turns out of 12.
They also get a bonus to moving compared to other actions (move cost 60%).
Damage brand is AF_ELEC -- it's unproportionately dangerous, so the numbers
only look small.
Also, electricity heals them! It won't bring the back from over the edge
if physical part of damage got them to 0 hp or less, in this case, they'll
explode instead.
Keeping with the long tradition of Crawl's demon names, the credit for this
one goes to timecircuits' cat.
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Bump the ballistomycete spawn timer up to ~500 turns for now. I'll do
something more elaborate with them later.
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This mostly puts && and || on the proper lines, per the style guide.
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This is shorter, consistent with the other demon-converted weapon, and
consistent with its always getting the holy wrath brand.
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