| Commit message (Collapse) | Author | Age | Files | Lines |
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in wizmode you can set stats by hand anyway, so what's the point. also
consolidated skip_attribute_increase and wiz_cmd because
skip_attribute_increase is only set to true by wizmode commands.
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rCorr is less common with the removal of the preservation ego and
recently less effective at blocking the corrosion effect. Adding rCorr
to the potion increases the resistance's availability and falls
reasonably under the umbrella of "temporary natural resistances" of
the consumable. After the 0.15 release, we can consider if we want to
add rCorr as to artefacts or as an ego for e.g. cloaks, possibly
contingent on adding further monster acid attacks, in which case we
can reconsider the potion if need be.
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This allows us to have a consistent and logical ordering of branches
without requiring the branch enum itself to be reordered (which could
have save compatibility implications). The new ordering of branches just
moves Depths to the place in the ordering that it already is planned to
go on the next major save compat bump, but other changes are possible,
if desired. All places in the code that iterate over branches have been
updated to use the new iterator except for code dealing with save files,
which still uses enum order, so that we can change the display ordering
without affecting saves.
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20% was not a meaningful bonus, in practice.
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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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Direct damage resistance from 50% to 66%. Chance of preventing
poison from 90% to 66%. Chance of preventing curare from 80% to
66%. AF_STRONG_POISON (eg redbacks) no longer pierces rPois for
players. Wasps (AF_PARALYSE) now have their effects downgraded
one level by rPois (para -> slow, slow -> nothing) instead of
outright negated.
rPois should be a helpful resist to have, not a binary pass-fail
check for certain areas & enemies.
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Only the 2 MP tutorial bonus used it; combine that with the max MP
decrease from self-restoration and device recharging.
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Because mp_max_temp is in fact permanent.
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To reflect that they are adjustments, not actual mhp values. Also
change one reference to use player_rotted instead.
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It only works if you have the appropriate projectile type
quivered (otherwise it shows you as if using the weapon in melee,
i.e. breadswing speed), but that's still an improvement.
Also, constify.
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Or after they die, etc.
Also no longer require the torpor snail to be visible, thus
preventing powerful /invis secret tech. rip :(
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Heavy draining already recovers quickly, such that it should be possible to
recover even when killing low-XP monsters. If very heavy draining is still
problematic, it might be better to scale down draining when already heavily
drained, rather than making it behave in a different way entirely past a
certain point.
This reverts commit bc4cca05f1829bd4bb812008c01682b204ee4975 and commit
1c0d6e64a9a9.
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Also adjusts max power (Ice Form 200->100, Statue Form 200->150)
to get roughly the same scaling as before; statue form now scales
slightly more slowly, but caps out at 1.5 ac higher, if you can
eke out enough spellpower.
AC from non-spell-caused polymorphs will be based on the power
of the polymorph.
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Reduce the spellpower cap to 100 (closely approximating the old
effective power cap), and slightly buff ozo's at old power to
bring it up to the old numbers.
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This seemed to get a generally positive reaction when it was proposed a
month or two ago. If Statue Form becomes too good, the Dex penalty could
be increased or a lesser EV penalty could be used instead.
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Draining is now limited, based on your level. If you get drained
further when you're already very heavily drained, you take
very sizeable amounts of damage. Hopefully this will kill you.
The death messaging seems to work, but it's not ideal. Possibly
someone can adjust that.
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Having a spell work in two completely different ways depending on context
is unintuitive, and self-casting it is the much more interesting use.
Makes the spell unmemorisable for species without blood (Gargoyle, Ghoul,
Mummy). Species that can't bleed get both level 1 spells from the first
Kiku gift. Has some ugly duplication of lists of species that can't bleed,
because using player::can_bleed won't correctly handle statue- or lich-
formed players even with allow_tran = false, due to them changing the
player's holiness.
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The status still doesn't end immediately when the engulfer dies etc.:
see bug #7394.
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783a5bfccb75 and a737d34e685053e3. Very special-case-y, not
not really necessary. (Plus, we never prevented turning into a
tree *after* casting Leda's...)
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The latter to match stationary monsters.
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As part of a wider scheme to make draining temporary.
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This function was misleadingly named (it only provided the skill
used for melee weapons, not ranged weapons), and incomplete;
code along the lines of "is_ranged_weapon(*it) ? range_skill(*it)
: weapon_skill(*it)" was scattered in about half a dozen different
functions. I've corrected both of those problems (renaming weapon_
skill() to melee_skill() and adding item_weapon_skill()), and also
possibly fixed two bugs in the process - an l_you.cc function that
claimed to provide the skill used for the starting weapon (but
actually only gave the melee skill), and unrand creation code that
checked if a potential unrand swap used the same (melee) skill as
the weapon type being generated.
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A simple resistance is a very boring capstone gift, especially compared
to Qazlal's existing temporary resistances which have much more
interesting interactions, and the powerful active abilities. Allowing a
choice of resistance also resulted in AC almost always being the best
option.
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But not centaur bardings, since those don't cover the feet.
This applies to both the kick attack and the stealth penalty.
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And improve some code formatting slightly.
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Refactor put_to_sleep() and hibernate() together. Also improve
messenging for resisting repeated sleep (by replacing a generic
canned message).
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Since it should now always melt when combined with Ring of Flames.
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They checked that the player either had a shield equipped or had the
bone plates mutation, so TSO's divine shield, Qazlal shielding and
Condensation shield could all never block ranged attacks (except for those
from ranged weapons, since those now follow the same codepath as melee
attacks!).
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...by moving bloodspatter functions into their own file.
Death to misc.cc! Long live the new file hierarchy!
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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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Not likely code to return to use, given how misleading it is.
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is_chaotic() and is_unclean() have been changed to return an int
roughly equal to what would have been returned before by the Zin
recite function. Some bool flags were added to the function to make
it still work right for the other uses (e.g. silver).
Prince Ribbit is no longer specially vulnerable to Recite, and insane/
sluggish uniques are unclean rather than chaotic, which seems more
consistent with the other uses of the terms.
The special case for nonliving and plant monsters to be unrecitable
is removed.
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