| Commit message (Collapse) | Author | Age | Files | Lines |
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They should draw underneath features now; it remains to be seen how
WebTiles will work out.
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Fighting near the gold piles of recently-defeated enemies boosts your
skills.
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Handles some functionality for having a god without piety.
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This makes gammafunk_crypt_yreds_forest, formerly a crossover vault
for the forest branch, and places it in Crypt. Updated the enemy set,
made the trees all whithered, and cleaned up some decorations.
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This involved fixing up some of the tentacle code, which should make it
easier to add more tentacle types (please don't add more tentacle types).
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At least three devs are probably waiting for this to be pushed if
they're not about to push it themselves. So now it's done.
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With thanks to Bloax
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Pretty obviously based on the generic altar, but it'll suffice for the
moment.
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This will be based largely on mikee's proposal on Tavern here:
https://crawl.develz.org/tavern/viewtopic.php?f=8&t=10117
Right now the name is "Dsomething". This obviously needs to be replaced
with something else (heh) before prime time.
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Suppression is a hugely complicated and inconsistent mechanic. Its
original purpose was to be a way of overriding rPois in Spider but
there are now plenty of monsters that do this effectively (and much more
simply).
[1KB: I moved this to trunk, as it made an already extremely hard to review
branch massively more so. There's nothing but a single enum to preserve,
so compat break doesn't make this removal any easier or harder.]
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* Player chooses a monster target within range where there's at least one valid
landing site adjacent to the target.
* There must be a monster to target to use the ability, but the monster can be
friendly or neutral.
* A random valid landing site is chosen, the player is moved to that square, and
weapon melee occurs against the target at the landing site.
* Jump attacks are melee with the wielded weapon and get a 20% damage bonus
* Valid landing sites are always habitable squares with no monster and no
thing that's dangerous to the player.
* Flying monsters or giant monsters not standing in deep water or lava can
'block' the path of a landing site by being in the ray path from the player to
the landing site.
* If a visible monster blocks the path to a landing site, it won't be considered
as a valid landing site.
* If something invisible blocks a landing site, the site will be shown as valid
and can be randomly chosen, in which case the player 'rebounds off something
unseen' and never leaves the starting square, but wastes a turn (delay 10aut).
* If the player is adjacent to the monster, sites adjacent to the player are not
valid; you have to 'jump over' the monster in this case.
* Player can't jump if exhausted or standing in water/lava/liquefied ground
* Exhaustion duration is set after jump (regardless of success) to prevent a
second jump, with a duration formula that's the same as the breath duration.
* The usual melee checks wielded weapon/friendly etc. checks are performed for
the jump melee.
* If any of the valid landing sites would cause problems with self-electrocution
or sanctuary violation, the player is warned first.
* Range is determined by evocations training; starting attack range is 3
(movement 2), and it increases by one at evocations 5 and 10.
* The cost of the jump is 2MP and a hunger cost using the same calculation as
for flame breath.
* The delay of a successful jump is the same as melee delay.
* Fail rate for the ability calculation based on evoke taken from breath fail
rate code
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Note that these currently lack any sort of variation.
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This caused arches to display the snail statue tile, or very rarely an
orcish idol or a different statue tile.
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They spawned only randomly (never inside designed vaults), and required lua
part is already gone.
They were actually the best among mechanical traps, making them least
deserving of getting axed -- but then, they don't fit in ZotDef.
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Personally, I think this could be animated, but that we have an old tile
for it that isn't in the game yet is sufficient reason to replace the
statue tile with it for now, I think.
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Also includes sewer portals and Shoals stairs.
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Not animated nor varied yet.
If anyone likes the concept, here's how to draw it:
Gimp, empty transparent layer, Render:Lava(gradient "Aneurism", size 6),
layer mask: Render:Lava(gradient: white-to-black), reduced opacity.
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Yay for conflicts galore (wax removal, std:: purge, tileidx changes).
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It's the same radius, only all blue instead of mutagenic.
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A few of them are sets of two on one tile, not sure if that's a good idea.
This looks good and helps fight the grid effect, but on the other hand, some
might have a problem with the tooltip saying "tree" in singular.
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This includes an implementation of the requested "ping-pong" between the
three sets of lava tiles.
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This adds in two new feature types, DNGN_UNKNOWN_ALTAR and
DNGN_UNKNOWN_PORTAL, to which these tiles are assigned; the magic
mapping code returns these two features for unknown altars and portals
respectively.
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