| 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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This involves a lot of changes, and also increments TAG_MAJOR_VERSION to
13. The unrand "Sniper" is now a crossbow (hopefully its current title
is still suitable for this task), and thieves no longer start with hand
crossbows (but still retain darts).
Wanderers with crossbow skills will now get a crossbow and bolts. This
may be overpowered, but I didn't want to change the code here too much.
It can always be adjusted.
This removes the "quiver_type" enum from enum.h, and uses NUM_AMMO in
the player.h quiver vector instead. Random elves that generated with
hand crossbows before no longer do so, and this has not been replaced by
normal crossbows.
I hope that's everything!
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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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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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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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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 should fix recent arena display problems.
Also fix los_def::in_bounds to translate coordinates.
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Other headers now don't need to include all of itemprop.h.
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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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Attempt to keep the number of slowed/hasted turns a player gets
constant by doubling/halving the total amount of delay needed for the
effects to wear off.
Also adjust durations for berserk.
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Also fix a couple compile issues and change over one last case for
paralysis
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Add (and use) player methods for setting/increasing durations.
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Decrease (and increase) sticky flames duration by the players delay
instead of using perceived turns. This is a behavioral change,
previously sticky flame did damage proportional to delay but the
counter was only decreased once per perceived turn. Compared to the
old behavior slow players take less damage and fast players take more
damage over the course of the sticky flame.
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Player now sees everything in the arena.
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Unlike Ensorcelled Hibernation, Sleep checks MR only, rather than MR and
cold resistance. It also does not check monsters having SLEEP_WEARY. It
will not act on something that is already sleep.
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This reflects the fact that these functions are currently only used to
player and monster ensorcelled hibernation/metabolic englaciation, and
thus both check monster's cold resistance.
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monsters::heal and heal_monster used to have slightly different logic for
increasing maximum HP. Now the heal_monster logic is used everywhere.
player::heal always returns true at the moment, but since its return value is
never checked, that does not affect anything.
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This is consistent with similar functions in that it checks not only for
MH_HOLY holiness, but whether the monster is a priest of a good god
(currently, there are none) and whether it uses holy spells (currently,
there are none after the changes described below).
Minor and Major Healing are now enchantments rather than holy spells.
The beam code treats them as such; wands of healing aren't holy items
the way e.g. wands of draining are evil items; and unholy monsters
(among others, Lom Lobon!) can cast these spells.
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Also collect actor/player LOS code in actor-los.cc.
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