| 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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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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Should now not clear next line by accident, fixing issue #223.
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This reverts commit c652cbec1739a628f87aedc4874c782429f8d7ce.
This really needs more discussion; the current implementation isn't
reallly reasonable
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Adds a line to the monster description screen that tells you how
resistant it is to magic. Uses the same scale as player MR (eg on the
% screen) except it skips "not resistant" levels of (non-)resistance.
Uploaded a new version of the patch; now includes experimental MR
display rescaling for both players and npcs. Try it out on the %
screen, or examine a creature. Adverbs stolen from the stealth
display, crazy resistant creatures are described as "almost entirely
resistant".
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The option is now just a boolean option, and whether we're
actively targetting with the mlist is stored in
crawl_state.mlist_targetting.
Also remove some duplication of mlist logic from direction().
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There's now a soft cutoff at player::exp_pool_cutoff() that scales
with you.total_skill_points. Above that, you.exp_available is
stepped down.
It currently starts at ~800 skill points for a new character. A human
melee fighter (weapon skill 27, fighting 15, traps 8, armour 15,
invo 12) gets around 18000 points (skill level 21).
The cutoff is not currently limited.
Side-effects are a nerf to the experience card -- it could easily
be changed to still give the usual 20000 points.
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Now yellow between 10000 and 15000 and red above 15000. If
required, this could be configurable, but I'd prefer not
to introduce more options.
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Specifically, protect from rotting, disease, and miasma, since the first
of them is tied to the other two, and all three are chaotic. Since
negative energy resistance no longer provides rotting resistance, this
fills in the gap left by TSO.
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Store total time to recovery instead of turns in you.disease, change
you.disease to an integer, update tags and bump TAG_MINOR_VERSION
accordingly.
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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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Also add a few previously indirect includes.
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Signed-off-by: Jude Brown <bookofjude@users.sourceforge.net>
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Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
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Signed-off-by: Jude Brown <bookofjude@users.sourceforge.net>
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Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
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There were several places that had copies of the same code, checking
whether mesmerisation blocked movement to a given target.
The various mesmerisation functions have become methods of player
and were moved into behold.cc.
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Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
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Signed-off-by: Jude Brown <bookofjude@users.sourceforge.net>
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Mapping still exists on cards, scrolls, Xom, and as the passive mutation.
The ball of seeing exists, but will have to be dealt with.
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New: colour.cc, coord.cc, coordit.cc, random.cc, rng.cc.
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I plan to use monster_info to get monster data out to
the player safely via Lua.
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The mutation comes in three levels and blocks 20%, 40%, or 60% (shown
to the user) of torments. Right now, you can cast Symbol of Torment
with it; I doubt this is too good. It is on the tier-1 list for
demonspawn mutations, and I expect it to be balanced appropriately.
Signed-off-by: Darshan Shaligram <dshaligram@users.sourceforge.net>
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Doesn't seem to break anything...
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Also move species<->string translation from player.cc to species.cc.
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Signed-off-by: Steven Noonan <steven@uplinklabs.net>
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wrath, allow uncancelable transformations as part of it, and adjust his
Slimify power.
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Signed-off-by: Steven Noonan <steven@uplinklabs.net>
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The console version still compiles on Linux; both console and
tiles version compile in OS X. I haven't been able to test the
DOS and Windows compiles -- please fix or tell me about any
errors that show up.
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When worn, all non-poison damage will drain mana instead, hurting hp
only after mana is depleted.
The cap brand is intended only for a fixedart, but per dpeg's request,
it will be generated on ordinary caps for now, as a test.
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