| Commit message (Collapse) | Author | Age | Files | Lines |
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6359 c06c8d41-db1a-0410-9941-cceddc491573
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is friendly.
Only allow friendly and neutral-good monsters to blink or teleport onto
a sanctuary square.
Don't allow corpses on sanctuary squares to be rotted or animated.
Restrict monster cantrip messages to self-buff types if the player is
in sanctuary.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6211 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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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6165 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6047 c06c8d41-db1a-0410-9941-cceddc491573
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it leave the level. Currently, this happens instantly, although there
should probably be a time limit added.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6027 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6002 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5903 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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attitude.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5714 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5143 c06c8d41-db1a-0410-9941-cceddc491573
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Monster names are now stored in the monster struct and saved.
Changed some monster-finding functions to return monsters* instead of monster index for type-safety.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4859 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4840 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4760 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4759 c06c8d41-db1a-0410-9941-cceddc491573
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existing followers on the level (with decreasing chances) to bless them.
This lowers probability of the reinforcement effect from 10% to 2.5%
if bless_follower() is called without any parameters in the first place.
Greatly reduce chances for orcs talking, and tidy up monspeak.txt a bit
to make comparing chances easier.
Add the promised friendly pickup toggle (command on Ctrl-T), and a new
option for its default value. Modify documentation accordingly.
Fix 1947256: hunger state not shown at game reload.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4662 c06c8d41-db1a-0410-9941-cceddc491573
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1.) If Beogh can't find a nearby follower in LOS to bless, try again
without the LOS restriction (but still nearby). If this also fails, recall
a small amount of followers (1 + rnd(4) + rnd(4)) on the level. I don't
think there's much harm in Beogh actively doing something you already
have as an invocation as long as it doesn't make the invocation
superfluous (and this doesn't).
In this case, the chance of this happening should probably be lowered,
and actual reinforcement should be rarer still.
2.) Identify magical staves if you have at least 4 skill levels in the
corresponding spell school when wielding it, or gain the 4th level while
wielding it. (I decided on 4 because that is what most mages start out
with in their special school, and it seems a good enough treshold.)
Prior to that, there's still the random identification chance at casting
an appropriate spell, as before.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4639 c06c8d41-db1a-0410-9941-cceddc491573
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Fix choose_random_nearby_monster() to really pick a random monster
rather than the first one that fits, and allow named monsters to
get higher chances. Use this when deciding which monster to bless
(only happens if the one doing the kill, usually the player, is
not eligible for blessing).
At high xp levels allow reinforcement (if there are no orcs nearby)
to send in high xp orcs: orc warrior, orc knight, or orc warlord,
rather than the normal ones (orc, orc wizard, orc priest).
At xl 27 the probability for this happening is about 31%.
Problem: From the code, it appears that scumming for large armies is
possible by deliberately losing your followers somewhere and then
killing monsters until you get the reinforcement effect. This will
have to be controlled somehow, while still allowing for genuinely
lost allies somewhere on the level. Maybe use recall instead or
something like that.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4598 c06c8d41-db1a-0410-9941-cceddc491573
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Instead, the amount is 2 + random2(quantity - 1), so ranging anywhere
from 2 to the entire stack.
Yes, I know this is probably highly controversial, but I've thought
about it some, and I think that this will actually change little for
most characters: You still won't take large stacks of valuable potions
into the Tomb since even if only part of the stack is destroyed it's a
huge loss. On the other hand, this is easier on newbies who had no idea
this could happen, and makes it a bit more harder for Transmuters to
turn their twenty-something potions of water into decay.
I also added a message ("Your potions of xyz decay.") if you know the
decay type. Otherwise the message is suppressed, so as to replicate the
current situation of "Hey, what's this? When did I pick up those?
(q)uaff..."
For consistency, I also added a message when stuff is cursed, or rather
I merged all those "Your foo glows black" messages into do_curse_stuff()
that now takes a parameter "quiet" to control whether it's printed ot not.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4438 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4380 c06c8d41-db1a-0410-9941-cceddc491573
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spent off-level. Slightly dropped the generation of bucklers in the Elven Halls.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4031 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3950 c06c8d41-db1a-0410-9941-cceddc491573
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monster_polymorph(), as it still doesn't do everything needed. Replace
it with monsters::change_type(), split out from
monsters::level_up_change(), which does do everything needed, and in a
cleaner way. Unfortunately, it's still a hack, but it should be easier
to deal with for now. Sorry for the mess.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3783 c06c8d41-db1a-0410-9941-cceddc491573
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the code to change one monster type into another into its own function,
and use it. The code handling net trapping should probably be somewhere
else, though.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3772 c06c8d41-db1a-0410-9941-cceddc491573
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particular types of monsters. Accordingly, make it global, and move it
from decks.cc to monstuff.cc.
In xom.cc, remove get_random_nearby_monster(), as it's duplicate code,
and replace it with a call to choose_random_nearby_monster(), filtering
out those monsters that shouldn't be mutated.
All this should eventually allow choosing a random friendly monster near
you, for the proposed TSO/Beogh blessings.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3714 c06c8d41-db1a-0410-9941-cceddc491573
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Most of these fall into the category:
- don't use struct to refer to a class, and vice versa
- msvc doesn't like unistd.h or dirent.h
Doesn't fix all the struct/class problems; I think I'll silence
those for now and move on because it's not all that important.
Tested on OS X.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3571 c06c8d41-db1a-0410-9941-cceddc491573
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Zin:
- DID_UNDEAD_KILLED_BY_SERVANT
- DID_DEMON_KILLED_BY_SERVANT
+ DID_KILL_MUTATOR_OR_ROTTER
(shapeshifters and monsters that have an attack AF_MUTATE or AF_ROT)
TSO:
+ DID_KILL_NATURAL_EVIL
+ DID_NATURAL_EVIL_KILLED_BY_SERVANT
Removed M_EVIL flag from a number of early monsters such as goblins
and hobgoblins, and also from orcs, ogres, trolls and big kobold.
Reasoning: The corresponding species are not considered evil
themselves and are allowed to worship the good gods).
Note that this weakens all forms of holy attacks!
Any attempt to charm evil, undead or demonic monsters will fail
(no effect) for worshippers of TSO.
Like Makhleb, TSO now gets returning power (arguable) and hp from
killing evil, undead and demonic monsters.
Zin's piety pool (from donations) is drained much quicker now, on
average once every 5 turns.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3213 c06c8d41-db1a-0410-9941-cceddc491573
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classes' associated habitats into the monsterentry struct.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3182 c06c8d41-db1a-0410-9941-cceddc491573
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which produced super-healing for stabbing (jarpiain).
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2283 c06c8d41-db1a-0410-9941-cceddc491573
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wielding them. However, if a monster wields or unwields a weapon and
it gives a message like "The dagger is surrounded by flames!", that
still id's the ego.
Also, wand zaps by visible monster now update the wand's zap count.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2167 c06c8d41-db1a-0410-9941-cceddc491573
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crawl_environment, player and monsters classes have been left in
externs.h, which necessitates that all of the enums references by
those classes stay in enums.h, since you can't forward declare an
enum. However, it's a start.
Also, portions of misc.{cc,h} have been split off into traps.{cc,h},
place.{cc,h} and terrain.{cc,h}
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2095 c06c8d41-db1a-0410-9941-cceddc491573
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Applying Matthew's latest patch (1789869): Identify items
you see monsters use.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2068 c06c8d41-db1a-0410-9941-cceddc491573
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This has two effecs:
1. Monster name and equipment are combined in one line, and
enchantments are condensed as well.
2. It's now "The monster wielding a foo comes into view."
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2024 c06c8d41-db1a-0410-9941-cceddc491573
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there needs to be an invocation that can train Invocations, and Banishment is
too costly to use for everyday training.
Corruption is still a first-cut, needs more work and playtesting:
- Terrain modification is one-time only. Creeping modification requires too
much savegame magic.
- The monsters gated in during the corruption effect are occasionally hostile,
but mostly neutral. Neutrals will attack hostile monsters and also pets,
but will leave other neutrals and the player alone (in general). A neutral
that wants to go somewhere, but finds the player in the way will still take
a swing at the player.
- Beams are still not fixed to handle neutrals correctly (so neutrals do not
target and shoot right yet), will fix soon.
Breaks save compatibility.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@1990 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@1970 c06c8d41-db1a-0410-9941-cceddc491573
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monsters.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@1800 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@1739 c06c8d41-db1a-0410-9941-cceddc491573
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throwing weapons (hand axes, spears, clubs, daggers). Give orcs and orc
warriors a chance of being generated with throwing weapons (axes or spears).
Throwing weapons are stacked in monster inventory, but unstack when dropped.
We may want to consider fully stackable throwing weapons at some point.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@1717 c06c8d41-db1a-0410-9941-cceddc491573
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Still not implemented:
Shuffle, trowel, minefield, spade, blade.
Partially implemented:
Battlelust, helm, shadow, damage cards.
Breaks savefiles.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@1595 c06c8d41-db1a-0410-9941-cceddc491573
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Changed env.grid to dungeon_feature_type. (The special-level builder still
stores map characters directly into env.grid and then translates them to
features.)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@1592 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@1489 c06c8d41-db1a-0410-9941-cceddc491573
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'the orc suddenly appears.'
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@1400 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@1312 c06c8d41-db1a-0410-9941-cceddc491573
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shop") in des files.
Allow using '8', '9' and '0' in monster specifications.
Tossed out some unused functions.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@1281 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@1172 c06c8d41-db1a-0410-9941-cceddc491573
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automatically convert floor to water/lava as appropriate to place these
monsters.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@1025 c06c8d41-db1a-0410-9941-cceddc491573
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monsters, fall into water, etc.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@962 c06c8d41-db1a-0410-9941-cceddc491573
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still fairly tangled, but they're better than the old monster. The idea is to
also put monster-vs-player and monster-vs-monster into the melee_attack
framework so that refactoring combat code with elements of 4.1 becomes easier.
This is a big refactoring, so it's likely to be buggy. Some of the combat
diagnostics - notably the damage rolls - are also AWOL. Will fix going forward.
Note: The combat code is still classic b26.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@950 c06c8d41-db1a-0410-9941-cceddc491573
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hack.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@949 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@452 c06c8d41-db1a-0410-9941-cceddc491573
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