| Commit message (Collapse) | Author | Age | Files | Lines |
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Multiple people have died due to mindlessly moving and getting damaged.
Currently, you get the prompt once, and then a prop is set which
suppresses it in the future, so if you want to move a few squares to a
stairway you aren't spammed. This prop resets whenever the Barbs status
expires, so answering it affirmatively once won't affect another fight
later.
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.cc, moving its contents into the new stepdown.cc and strings.cc.
(The latter also got many donations from libutil.h.)
Down with stuff! Up the new flesh!
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A good deal of functions move to the two new files, mon-poly and
mon-message. Of the others, some go to where they are used, some to
mon-util, and a few are made member methods of monster.
This probably breaks Xcode compilation, and I'm not able to test
the changes I made to MSVC that will (hopefully) keep it working.
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Toting around an unbranded weapon just to be able to swap to it
is no fun, and not even that much more of a difficulty; maybe it
just means getting pain out takes 0.7 more turns or so. You still
can't overwrite artefacts, of course.
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Elec and venom launchers already use the same brands, and with ranged
code more similar to melee code this change actually simplifies most
code. There should be no gameplay change though some weird brand picking
code for launchers was refactored, which might have some effect.
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It grants damage shaving along with a strength boost, as Battlelust
is likely not to make it into Nemelex's decks.
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If your equipment would have been corroded under the old system, you now
get a temporary (but stacking) -5 AC and -3 weapon damage. Corrosion
against armour-wearing monsters instead halves their AC.
Committer's notes:
Fixed whitespace and fit to Trunk
Added Corrosion entry to hiscores.cc
The original patch showed the slaying malus on the weapon, which may
be preferable to a status light.
gammafunk noted that ouch.cc iterates over equipment when deciding
when to corrode, this might make less sense under the new system.
-reaverb
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When you strip away the fundamentally broken tension mechanic, you're
left with a species that is essentially "Hill Orcs WITH FIRE". No effort
has come forward with code to fix either aspect of them despite the
length of time they've been around in trunk, and the code is littered
with a very large number of special cases in their presence.
Current lava orcs should be able to finish their games fine, but new
starts are disallowed.
There are a couple of bits I've left present but which will have no
function for the moment, mostly related to interactions with lava (as
there are a couple of species proposals floating around that benefit
from having those interactions).
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The idea behind the miasma death explosion is interesting, but in
general miasma can be extremely annoying and the cloud rather easy
to avoid. This is especially true in the layout of Crypt, which is
the only place they show up outside of vaults. The retching attack
gave a rare special case that very rarely mattered and didn't help
to distinguish them all that much.
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This fixes all the instances caught by unbrace.
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The wording has always struck me as a bit awkward; this makes it sound
more active and threatening (which it is).
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This allows us to more easily add or remove those hooks on existing unrands.
The data type has also been changed to FixedBitVector from unsigned short,
allowing the expanded ring slots to be referenced.
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Each monster is affected by exactly one book currently. This commit
changes it so each monster is individually affect by that one book.
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Taking damage from an elemental attack sometimes causes you to gain a
temporary point of resistance in that element (overriding the other
temporary resistances). This includes "earth attacks", i.e. physical
damage, which give you a 3 AC boost.
Thanks again to mikee for initially suggesting this idea.
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Starting at * piety, you gain bonuses to SH that increase with piety;
fire/freezing/storm clouds will place near you with radius and frequency
increasing with piety. At *** and ***** you gain RMsl and DMsl
respectively.
Clouds try to place only in relatively open areas so as not to block
autoexplore; this behaviour might need some fine-tuning.
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Instead of shattering potions, player-cast refrigeration prevents
potion use for 7-15 turns, with duration of repeated casts capped to
15 turns. Monster refrigeration is unaffected.
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Remove the "Pray" status light, slightly randomise the duration per-jelly,
and improve the messages and description.
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Specifically player_reacts, decrement_durations, and various helper
functions.
[Committer's note: updated the xcode and MSVC project files too; I don't
guarantee that they work.]
Signed-off-by: Steve Melenchuk <smelenchuk@gmail.com>
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