| Commit message (Collapse) | Author | Age | Files | Lines |
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This should make reflected needles work while preserving the old blaming
behaviour (a player reflector gets kill credit but not god blame). Needs
more thorough testing.
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They were alerting the attacker on the impact, making the effect
completely useless; thus successfully hitting something with a needle of
sleep does not alert them.
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Oops.
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Namely, weapons smaller than large rocks have their bonus nerfed.
No darting Elf:3 to death.
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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.
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There are a couple of ideas for what could use this, but for now nothing
should do so.
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Sort of similar to how M_FIGHTER gets a melee accuracy bonus, I think
this has a place here.
The numbers are a bit complicated; the old code gave an ammoHitBonus of
random2avg(HD * 4 / 3, 2) to the beam hit which is later added to the
damage bonus. Since the randomisation here works differently the 4/3 is
straight-up added to the to_hit and randomised when added to the damage.
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Launchers use the equivalent melee brand effects if the missile isn't an
elemental brand (or the attacker is Nessos).
Missiles have their own set of effects; flame, frost, and poison use
effects basically identical to weapon brands, and everything else has
its old effect back.
The lajatang of Order works again. Hooray!
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Moves a lot of code from melee_attack to attack to be shared with ranged
weapons.
Handles the entire basic attack process - checks to-hit, calculates
damage, prints messages as necessary.
TODO: attack delay, brands.
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TODO: tie this up to the beam code; move shared code between melee and
ranged to plain attack; write ranged-specific code.
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