| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
|
|
|
|
|
|
|
|
|
| |
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.
|
| |
|
|
|
|
|
| |
Only the 2 MP tutorial bonus used it; combine that with the max MP
decrease from self-restoration and device recharging.
|
|
|
|
| |
Because mp_max_temp is in fact permanent.
|
|
|
|
|
| |
To reflect that they are adjustments, not actual mhp values. Also
change one reference to use player_rotted instead.
|
| |
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
|
|
|
|
| |
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.
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
|
|
| |
This time when your engulfer is trampled away. We don't handle the case
where a monster's engulfer is trampled away, sorry: if we want to do
that, we should generalise the constriction code and remove the engulf
enchantment/duration.
Make clear_far_engulf() public to support this change.
|
|
|
|
|
| |
The status still doesn't end immediately when the engulfer dies etc.:
see bug #7394.
|
|
|
|
| |
As part of a wider scheme to make draining temporary.
|
| |
|
|
|
|
|
| |
But not centaur bardings, since those don't cover the feet.
This applies to both the kick attack and the stealth penalty.
|
|
|
|
|
|
| |
Refactor put_to_sleep() and hibernate() together. Also improve
messenging for resisting repeated sleep (by replacing a generic
canned message).
|
|
|
|
|
|
|
|
| |
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!).
|
| |
|
|
|
|
|
|
|
|
|
| |
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.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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.
|
| |
|
|
|
|
| |
In main.cc it was inaccessible anywhere else.
|
|
|
|
|
|
|
|
|
|
| |
Phase out ARTP_ACCURACY, rename ARTP_DAMAGE to ARTP_SLAYING which now
combines both Acc+ and Dam+ bonuses.
Bracers of archery are +4 now instead of +5,+3.
[Committer's note: fixed a description and cleaned up various other
small issues.]
|
|
|
|
|
|
|
| |
Mostly this just merges res_holy_energy and res_holy_flames, keeping
Djinn's special-case immunity to the latter but not the former. The only
gameplay change should be that (a) demons will take slightly more damage
from holy flames and (b) distracted monsters will be immune to them.
|
|\
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
The problem with monster pickup of the type that this branch removes
is that it encourages tedious behaviour to achieve the optimum result.
While in general people don't bother to pick up every weapon and armour
and stuff it upstairs, that would be a way to prevent monsters from ever
picking up items you've seen. With Apportation, you don't even have to
reach the item, and on a mummy, say, you don't even have to worry about
the infintesimal food cost. People do already do this for chaos and
distortion weapons, and it is not a very good thing.
Not allowing allies to pick up items is related, in that it means that the
code can be simpler, but it also has problems of micromanagement,
weirdnesses with the ctrl-T command, and allies already have their share
of problems. I hope that the compensations for Beogh and mercenaries make
up for what is lost in terms of fun.
Conflicts:
crawl-ref/source/tag-version.h
|
| |
| |
| |
| | |
Including the default_friendly_pickup option.
|
| | |
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
So that shield enchantments are back to giving 1 (displayed)
SH, and SH generally is somewhat more in line with AC/EV;
1 SH should be very roughly as good as 1 EV, against things
they affect.
This also tweaks the 'bone plates' mutation slightly, for
rounding reasons; the first level is buffed very slightly,
and the third is very slightly nerfed.
|
| |
| |
| |
| |
| |
| |
| |
| | |
Use /** for block comments, /// for short comments, and /**< and ///< for
post-member comments.
The //<! that appeared in a few places wasn't even correct: it should
have been //!< (but is now ///<).
|
|/
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Now that inventory weight and player burden states are gone, item
destruction doesn't serve one purpose it clearly accomplished: help
prevent the player from being at or next to burden capacity at all
times. Outright destruction of strategic consumables encourages more
needless inventory management, so we'd like to exclude these from any
form of destruction and possibly prevent them from taking up inventory
space at all. Denial of tactical consumables, either temporarily or
permanently, is something we're going to look into later on, possibly
in the release after next, since it can create interesting and
generally not frustrating gameplay if done correctly. Needless to say,
item destruction wasn't a player favorite and may have a sparsely
attended funeral. RIP in peace.
For now we aren't adjusting the rate of consumable generation to
compensate for no item destruction, but that balancing will happen
after play-testing shows how much adjustment is necessary.
|
|
|
|
|
|
|
|
|
|
|
| |
Item inventory weights (based on item mass) generally don't lead to
meaningful decisions that justify the inventory juggling and interface
problems that come from having burden states. The 52-slot limit is a
better system for limiting inventory and providing inventory-related
decisions because it's not so fine-grained and doesn't require the
player to examine weights for each slot. Work is ongoing to improve
the slot system by consolidating food types and handling strategic
consumables in a different way.
|
|
|
|
|
|
|
| |
Shaft traps previously considered the actor's total inventory weight
in addition to body weight, but the player burden calculation code
isn't worth keeping for this consideration alone. The chance of a
shaft trap activating now depends only on the actor's body weight.
|
|
|
|
| |
a terrible price. (It's not that terrible!)
|
| |
|
|
|
|
|
|
|
| |
It was an effect that only noticeably applied to a few types of potion, and was
generally fairly overcomplicated (since things like might and resistance had
their duration but not their effect reduced, other potions like magic and
restore abilities were just unchanged, and so on).
|
|
|
|
|
| |
Two levels of sustain abilities is very rarely relevant, and isn't something
that makes for an interesting multi-level resist.
|
|
|
|
| |
Ditto for you.temp_mutation.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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).
|
|
|
|
|
|
|
|
|
| |
Previously you could have a drained skill display as 10.5 on the m screen but
have you.skill(SK_blah) return 9 for it because of inconsistent rounding.
This fixes that issue, though I wonder if it might be simpler to just use a
fixed large scale during all the skill calculations and then convert to the
requested scale at the end.
|
| |
|
|
|
|
|
|
| |
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.
|
|
|
|
| |
Since the card was removed and it only remained as a Zotdef effect.
|
|
|
|
| |
Oops.
|
| |
|
|\
| |
| |
| |
| |
| |
| | |
The implementation is done; from here on out it's all balance work, and
that's better done in trunk.
Release the ogre hordes!
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
Poisoned needles deal more poison damage; curare has its effect
amplified; duration-based needles have their durations extended (except
frenzy, possibly for now).
The needle of paralysis hits the stone giant in a vulnerable spot!!!!
This code might have some side effects based on the dur paramater of
enchant_monster_with_flavour being meaningful for the duration-base
needle enchantment types; if so, that'll need fixing.
|
| |
| |
| |
| |
| |
| | |
Moves the delay calculations into player and monster respectively so
that it can properly be done at the start of the ranged attack; it
doesn't make sense to have them in attack or ranged_attack.
|