| Commit message (Collapse) | Author | Age | Files | Lines |
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Amulets of stasis blocks:
- Teleport self
- Blink in all forms
- Slowing
- Hasting
- Paralysis
- Petrify
- Berserker rage
The amulet auto-ids the first time it triggers.
The amulet does not affect existing conditions (such as an existing Haste spell or an existing post-berserk Slow).
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Currently, at XL10, a Halfling Hunter (with no fighting skill) will have
46hp. With the new changes, they would now have 54hp. I think this helps
to differentiate them further from Kobolds.
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them; this works even if you're drinking an unIDed !oConfusion or
similar, because nowhere else that I know of gives that exact message.
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This replaces "protection" on all ranged weapons, and will only generate
on those.
This commit also fixes shopping values for the new needle brands.
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I probably missed a few spots.
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Unknown potions of rage override it as well. This is a debatable thing,
but since other sources of involuntary berserk are caused by "being angry",
it makes sense a drug is not affected by merely being calm.
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I'm just building the bikeshed - somebody else needs to paint this stupid thing.
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cloud_struct now has members for colour, name, and tile; colour will be
used instead of the default colour of the cloud type, and will be used
to recolour the tile of the cloud (if it exists). Name will be used to
rebrand the cloud's description, and also alter the message generate
while standing in a cloud.
Finally, tile can be used to completely customise the tile used for the
cloud. The value is stored as a string in order to maintain save
compatibility across ASCII and tiles. A random tile (found using
tile_main_count) from that set will also be used, however, no duration
effects will be applied.
Recoloured cloud tiles using just the colour code should be possible,
though aren't yet fully tested.
This commit bumps TAG_MAJOR_VERSION: changing marshalling of the
FogMachine Lua code causes nasty crashes on reloading saved games.
Otherwise, I don't think I broke anything else. :-)
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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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compiler
could call unnecessary functions. For paranoia, I left even any uses of std::string.
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there's a penalty to success rate.
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This reverts commit c652cbec1739a628f87aedc4874c782429f8d7ce.
This really needs more discussion; the current implementation isn't
reallly reasonable
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Hopefully, this fixes #189.
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Signed-off-by: Steven Noonan <steven@uplinklabs.net>
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This eliminates the annoying full rebuild that happens when the tiledefs
are modified.
Signed-off-by: Steven Noonan <steven@uplinklabs.net>
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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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Also, the check for whether to do the corresponding effects has
been moved into effects.cc:handle_time.
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Instantaneous, non-contaminating controlled teleport. Bypasses
FPROP_NO_CTELE_INTO as well as -TELE artefacts.
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If the macros DEBUG or WIZARD are defined, then class player will have
the member never_die, which if set to true makes any deadly calls to
ouch() return without the game ending.
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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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This mostly puts && and || on the proper lines, per the style guide.
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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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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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This also removes env.show updates when flashing.
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This is somewhat sloppy numerically since the per turn hunger values
are rather small and scaling them can easily take the value to zero.
I'm assuming using div_rand_round is good enough.
Also doubling the hunger increase from haste to keep parity now that
hasted turns cause half the hunger of unhasted turns.
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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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