| Commit message (Collapse) | Author | Age | Files | Lines |
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They'll do less damage, but their great speed and healing powers mean
that they won't be weakened much.
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Currently, there are no unclean weapons, and Fedhas gives no monsters as
gifts that can wield weapons, but cover those cases anyway, just in
case.
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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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shaft traps (i.e. using them intentionally) will improve the chances of the player landing fewer levels away. Shaft traps also now randomly determine their destination. Monsters cannot follow the player through shaft traps.
Signed-off-by: David Ploog <dploog@users.sourceforge.net>
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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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The monsters constructor wasn't initializing the base_monster member,
which led to a Valgrind unitialized memory warning in
monsters::upgrade_type()
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Fix a logical error preventing spore production from ever getting
removed from a ballistomycete.
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Reduce the expected time to spore production to 100 (was 150).
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This changes the mechanics of naming slightly, allowing you to give a
monster a name that is a descriptor and will be treated with the usual
articles (your, the, a, etc) rather than as a name. See documentation.
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When a spore pops or a ballistomycete is killed randomly select a
single ballisto to activate instead of activating the entire level's
worth. Along with this, only deactivate the ballisto that produced a
spore instead of deactivating the entire level.
Rationale: since inactive ballistos don't interrupt travel anymore it's
nicer from an interface perspective to keep most of the ballistos on
the level inactive.
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This was caused by bind_spell_flags() marking them as spellcasters when
mcls was temporarily changed to the base type to get the stats.
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Also some comment and whitespace changes.
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New status: if a ballistomycete or giant spore dies any ballistos on
the level get +1 to a counter. Ballistos with a count higher than zero
get spore production on a short (~150 turn) timer. When a spore is
spawned (by a ballisto) the count of all ballistos on the level is
decreased by 1.
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Give ballistomycetes a counter, when it's at zero they have the slow
spawn rate (are considered inactive), when it's greater than zero they
have the fast spawn rate. Killing a ballisto gives +1 to any others on
the level, a ballisto spawning a spore subtracts 1 from its own counter
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Give giant spores a chance of creating a ballistomycete when they move
while wandering. This ability is on a timer, so they can't create more
than 1 ballisto per 20 turns. Numbers may need tweaking.
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Make spore production use a timer instead of a chance per turn.
Give ballistomycetes 2 basic states, for now differentiated by glyph
color. They start out magenta and have a slow spawn rate (1 per ~1500
turns), when a ballisto dies any others on the level become active,
changing color to light red and spawning spores quickly (1 per ~150
turns)
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This reflects the fact that these functions are currently only used to
player and monster ensorcelled hibernation/metabolic englaciation, and
thus both check monster's cold resistance.
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Monsters now know who summoned them. This will be important later.
Probably breaks something; saves are not one of them.
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angels.
Neither cause additional mulching of ammo, since both the charge and blessing
is temporary. Blessing and reaping cancel each other.
Holy wrath launchers are a lot weaker than silver ammo, but these two stack.
Plus, they're permanent while ammo is scarce.
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I'm pretty sure I've managed to replace every instance of a reference to
these files, so I hopefully haven't missed anything.
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This is mainly for Fedhas, who hates the latter but not the former.
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monsters::is_actual_spellcaster(), as it's simpler, and monsters with
the "actual spells" flag should always have spells anyway.
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monsters::heal and heal_monster used to have slightly different logic for
increasing maximum HP. Now the heal_monster logic is used everywhere.
player::heal always returns true at the moment, but since its return value is
never checked, that does not affect anything.
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Also add a few previously indirect includes.
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Yiuf still only appears in his cottage (generated from D:2-7), still
generates with a quarterstaff of chaos and a cloak, but is now randomly
coloured at the start of the game, and has randomised speech. You leg
down broken song!
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They only get hellfire resistance now (with the fire resistance that
implies), and their spellbooks have been tweaked so that both contain
evil spells: the first has Throw Flame added as a complement to the
second's Bolt of Fire, and the second has Pain added as a complement to
the first's Pain.
Accordingly, the check for natural monsters' resisting hellfire has been
removed from monsters::is_evil().
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This is consistent with similar functions in that it checks not only for
MH_HOLY holiness, but whether the monster is a priest of a good god
(currently, there are none) and whether it uses holy spells (currently,
there are none after the changes described below).
Minor and Major Healing are now enchantments rather than holy spells.
The beam code treats them as such; wands of healing aren't holy items
the way e.g. wands of draining are evil items; and unholy monsters
(among others, Lom Lobon!) can cast these spells.
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