| Commit message (Collapse) | Author | Age | Files | Lines |
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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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To reflect that they are adjustments, not actual mhp values. Also
change one reference to use player_rotted instead.
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you.hp_max_temp only equals you.hp_max when the player is rotted down to
zero. Also, ignore rot when we aren't at max, since the potion can't
push us up to max in this situation.
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!para was sort of problematic in that in combat, it would basically be a
game-over effect, especially at the low HP people generally panic-quaff
at, and almost entirely harmless outside of combat. Neither effect is very
interesting. Dispelling has the potential to be bad, if you hadn't
identified it and had used some other buffing potions, and lends itself
to many more interesting tactical situations.
"Cancellation" is just the first thing that popped into my head; feel free
to send buckets of paint to recolour the bikeshed with.
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Their peculiar depth restriction meant that when you found them, they were
quite harmless. Even if the restriction were removed, they would be
basically the same as potions of poison, since when they might be harmful
the player would have little enough HP that the weaker potion could kill
them.
Their weight is distributed evenly among all other potions -- a very
slight buff seems like a fine thing to do, especially since potion
generation at D:2-10 isn't considered too good.
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Possible, for example, with lichform.
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Some of them were missing the /** (or /*!) that makes doxygen consider
the comment in the first place.
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They're already distinct from other undead in that they can mutate sometimes,
and thematically they're all about changing state and form. They could already
mutate while starving via benefical mutation, even.
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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).
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To make them somewhat playable under Gozag.
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In the case of rings/amulets that identified themselves when they
had an effect, the player would want to try to put themselves in
a position where the item would identify, which was techincally
optimal but quite annoying. There were a few items that never
would identify, but on the whole it's not worth keeping around
the behavior just for them.
The ID code is pretty confusing and it's quite possible the
implementation is not ideal or there are actual bugs.
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Willing transformations should display the failure messages to explain
why they're failing. Removes an unnecessary message from lignification.
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Changes everything, including vaults, the enum (now POT_HASTE) and the
.txt files in /dat/descript (things like hints.txt and foreign language
description files).
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This covers potions of (strong) poison, miscast effects, clouds,
needle traps, missiles, and curare.
Several of the less important ones have fairly arbitrary values that
seemed roughly reasonable. A bit more care was used with some things
whose poison damage could already be genuinely dangerous (such as
early poison needles), but definitely needs testing in a real game.
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No quaffing. Probably Vampires refuse to drink blood from fountains
because they're dirty and full of dungeon rubbish or something (or blood
fountains could just be removed).
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Djinn games can't be started (hopefully including using the rcfile),
and djinn code should be removed on save-compat bump.
Also, schedule a few SE things to be removed.
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This reverts commit c1c92e6949294d220ff375ceeb32bf5059dcaa81.
After some discussion, the consensus seems to be that this is unnecessary
and just makes draining less interesting later on (which is mainly when
draining happens). If early draining is actually a problem, we can add a cap
on the amount you can be drained instead.
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In case people are wondering what vine stalkers get when biting e.g. geckos.
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Weirdness and Mutations:
- Fangs II (Becomes III at xl8)
- Antimagic bite (Much stronger than standard bite, bites every turn,
applies antimagic brand, and restores your mana)
- Potions and wands cannot restore your HP
- Regen III
- Unbreathing
- Spirit shield
- HP -3
- MP +1
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... when you know what they are.
Specifically, you know what they are when it has been tried (so you know it
is in one of those categories) and when all the others in that category are
identified. This should probably be extended to nontargetted scrolls, mainly
for ?CW for Mo, and for the last unidentified scroll and last unidentified
potion.
[With spelling changes to reflect 0.14-a0-1407-g9ff65a6 -nfm]
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Decrease the frequency of ReStab, redistributing the weight among
might, brilliance and agility. ReStab now reduces draining by half.
I want to avoid dead-man-walking situations without significantly
nerfing draining.
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Ie, 1000 for fresh blood, 800 for coagulated.
Also, add back the missing 40 nutrition that used to be granted for drinking
a potion.
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Apart from killing stuff, there's no way to get rid of Draining.
This is at odds with other status effects in the game (which isn't
necessarily a bad thing).
This also gives an additional use to restab, apart from "aw drat,
an orange crystal statue."
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Sometimes, they're there to emphasize a break between two sections of code,
which is good. In a majority of cases, though, they're just inconsistent.
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Of course nobody noticed ever since these were introduced, so maybe
this is actually a feature and not a bug... More symmetry with other
potions is not bad though.
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The translation project is stalled, but this makes all of such static strings
trivially gatherable without any extra work.
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Also simplify quite a few cases.
It turns out in >90% cases of non-literals the argument had .c_str(),
which meant it was pointlessly malloc()ed and converted from and to
std::string. I believe a sprintf is faster, so even the argument of
miniscule speed-up doesn't apply.
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Invis can be drank while contaminated which isn't going to do anything good,
but it has a non-zero effect.
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That's a weird gimmick that doesn't seem obvious to players other than those
who came from Nethack.
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Only a few types of potions for the moment ({cure ,,beneficial }mutation,
berserk, lignify) as I suspect this commit might be reverted.
Mostly, I'd want to hear if this is a good idea.
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Zin just blocks it a lot of the time anyway, though - probably he
shouldn't block intentional transformations (but simply checking
involuntary doesn't work currently as monster zaps of polymorph aren't
marked as involuntary).
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It allows voluntarily assuming the tree form. Like berserk, this usually
enhances one's combat ability, while limiting options. In this case, it makes
you pretty bad at running away.
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It's ok to attempt identification even if you're not resistant: this
will succeed only if you have something to identify, and that implies
you were vulnerable. The lack of "foos you terribly" is telling.
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