| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
| |
Now that CCF doesn't produce hostiles, it is unnecessary.
Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
As outlined in dpeg's ranged combat overhaul, branding spells should no
longer be permanant, nor apply directly to the ammunition. This commit
removes all previous "<X> Ammunition" spells, including the original
"Poison Ammunition" spell.
Instead, branding ammunition is now done via the launcher and the
currently existent weapon branding spells. Currently, those that can be
applied to a launcher are: Fire Brand, Freezing Aura and Poison Weapon.
There is the capacity of Excruciating Wounds to also be applied, but
this would require the addition of the Pain ego for missiles, of which
the mechanics would need to be decided upon first.
Like temporary brands on weapons currently, these brands on launchers
are permanantly affixable by using a scroll of vorpalise weapon.
This commit also overhauls the Arcane Marksman class. It began by
removing the non-existent ammunition spells; this left Devastating
Missiles with two spells: haste and deflect missiles. On reflection, I
decided to delete the book instead.
The Book of Elemental Missiles was easily adjusted by replacing the
three branding spells by the existent (and aforementioned) branding
spells. As there are no (according to the 0.6 ranged combat overhaul
spec) spells intended for use with translocation effects on missiles,
this left The Book of Warped Missiles rather empty.
Attempts were made (with discussion with Eronarn on IRC) to work out
something else to fill up the Book of Warped Missiles with, but I made
the decision to get rid it instead, as the only good suggestions
basically made it the Book of Spatial Translocations, and in that case,
the player may as well select the warper class.
We also discussed whether or not to remove Poison Weapon from the
Elemental starting book; I decided it was best to leave it now, but
increase its level from 2 to 3, to give the book more of a range of
levels (starting a Spriggan Arcane Marksman had all the spells listed as
"excellent" or "very good"; more on this shortly). I also decided that
Repel Missiles is over-used in this context, and upon Eronarn's
suggestion and sorear's agreement, have replaced it with Cause Fear.
I think this will provide for interesting game play, and that the level
of the spell is suitably high enough for it to not be abused. I also
made the executive decision that "Elemental Missiles" was no longer an
appropriate title, as it didn't contain any ammunition-specific spells
any longer, and have renamed the book to the "Book of Brands".
It is now:
Book of Brands
Level 1, Corona
Level 2, Swiftness
Level 2, Fire Brand
Level 2, Freezing Aura
Level 3, Poison Weapon
Level 5, Cause Fear
As the Arcane Marksmen class is now launcher-specific, rather than
ammunition-specific, I have adjusted it to no longer give Hill Orcs,
Sludge Elves and Merfolk javelins and throwing nets (they get bows like
everyone else), and made the decision to ban Trolls and Ogres from the
class altogether.
The reasoning here is that they have bad launcher aptitudes, and as they
are described as "marksmen", it makes no sense to give them a book full
of launcher-specific spells and some large rocks and throwing nets. This
change could, of course, be reverted, and they could simply be given
bows, crossbows or slings as relevant, in line with all other races
being given launchers and ammunition.
I have adjusted the starting skill levels for enchantments, spell-
casting and dodging to that of Crusaders. I have also removed Poison
Ammunition from the Book of Envenomations, and replaced it with Poison
Weapon instead.
Finally, I have increased TAG_MAJOR_VERSION to 14.
|
| |
|
|
|
|
|
|
|
|
|
|
|
| |
Provides wrappers for non-player Toxic Radiance and Ozocubu's
Refrigeration. These are basically just an adjustment of kill categories
and messages to allow them to be used as background effects in WizLabs
(Ozocubu's and Olgreb's).
Hopefully a wrapper for monster (and possibly player)-cast bolt
structures can also be included, which could then be accessed with the
(planned) Lua traps functionality.
|
|
|
|
|
|
| |
compiler
could call unnecessary functions. For paranoia, I left even any uses of std::string.
|
| |
|
|
|
|
|
|
|
| |
This eliminates the annoying full rebuild that happens when the tiledefs
are modified.
Signed-off-by: Steven Noonan <steven@uplinklabs.net>
|
|
|
|
|
|
|
|
|
| |
Colour is now always precomputed, and only possibly overridden
by travel information on display.
It's quite unclear that storing the colour in env.show and
env.map_knowledge is the right thing to do, but at least it's
handled consistently now.
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
|
|
| |
First, Jiyva considers eyeballs slimes for his purposes. Second, insect
plagues are more suited to old Zin, who coupled them with angels for an
Old Testament theme, so to speak. (The latter is most closely suited to
Fedhas, or it would be if he were the god of nature in general instead
of just plants and fungi. It's also inappropriate for Zin now, since
one of the insects summoned causes disease and is, hence, chaotic.)
|
|
|
|
| |
Signed-off-by: David Ploog <dploog@users.sourceforge.net>
|
|
|
|
|
|
| |
This removes a couple of unnecessary includes from header files.
I may have missed adding some tiles includes.
|
|
|
|
| |
This also removes env.show updates when flashing.
|
|
|
|
|
|
|
|
|
|
| |
Also fix tiles giving more information than console version.
There's now mons_detected_base, which assigns a base monster
type to every monster type based on the default displayed
glyph. It just takes the first entry for a given glyph
based on the mon-data.h order, so this may need tweaking
in some cases.
|
|
|
|
| |
Add (and use) player methods for setting/increasing durations.
|
| |
|
| |
|
|
|
|
| |
player's ability to smell isn't required.
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Missile Changes
--
electricity missiles are now an option - they are always destroyed
reaping / dispersal ammo is now always destroyed as it can be created by players
poison ammo can again affect rocks / bullets etc - still no nets. Apparently
this is a contact poison, but mainly it's to close the gap between sling users
and archers.
SKILLS
--
Ranged weapon 3
Dodging 2
Spellcasting 2
Enchantments OR Translocations 3
EQUIPMENT
--
Robe
Ration
Scroll of blink
Some ranged weapon options as Hunter
No melee weapon!
Either book of elemental missiles or warped missiles
The book of Elemental Missiles
Spells Type Level
a - Corona Enchantment 1
b - Swiftness Enchantment/Air 2
c - Repel Missiles Enchantment/Air 2
d - Flame Ammunition Enchantment/Fire 3
e - Frost Ammunition Enchantment/Ice 3
f - Poison Ammunition Enchantment/Poison 4
The book of Warped Missiles
Spells Type Level
a - Apportation Translocation 1
b - Portal Projectile Translocation 2
c - Repel Missiles Enchantment/Air 2
d - Blink Translocation 2
e - Returning Ammunition Enchantment/Translocation 3
f - Warp Ammunition Enchantment/Translocation 5
The book of Devastating Missiles
Spells Type Level
a - Poison Ammunition Enchantment/Poison 4
b - Warp Ammunition Enchantment/Translocation 5
c - Shocking Ammunition Enchantment/Air 5
d - Haste Enchantment 6
e - Deflect Missiles Enchantment/Air 6
f - Exploding Ammunition Enchantment/Fire/Air 7
g - Reaping Ammunition Enchantment/Necromancy 7
Signed-off-by: Stefan O'Rear <stefanor@cox.net>
|
| |
|
| |
|
|
|
|
|
| |
Monsters now know who summoned them. This will be important later.
Probably breaks something; saves are not one of them.
|
|
|
|
|
| |
I'm pretty sure I've managed to replace every instance of a reference to
these files, so I hopefully haven't missed anything.
|
| |
|
|
|
|
| |
Testing monster_iterator functionality.
|
| |
|
|
|
|
| |
Also add a few previously indirect includes.
|
| |
|
|
|
|
|
|
| |
The only use was just removed.
Also move the draw check closer to where it's used.
|
|
|
|
| |
Also collect actor/player LOS code in actor-los.cc.
|
|
|
|
|
|
|
|
| |
map_cell no longer has the field "properties", which has been
replaced by the unsigned long array env.pgrid.
env.map has been renamed to env.map_knowledge. It should really
be moved into player.
|
|
|
|
| |
Signed-off-by: Charles Otto <ottochar@gmail.com>
|
| |
|
|
|
|
|
|
|
| |
Calls to plain see_cell(pos) were replaced with either observe_cell(pos)
or you.see_cell(pos). observe_cell where related to drawing the
interface and messaging, you.see_cell for game mechanics, and
one or the other in less clear cases (targetting, say).
|
|
|
|
|
|
| |
A couple of the Feawn functions were passed read-only arguments
(coordinate center, etc.) as non-const references, which leaked out
to require you.pos() to be non-const.
|
| |
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
env.show is now a class show_def that stores tagged
unions of type show_type. For the moment, there's also
env.show_los for use in LOS determination, but that
should become an array of boolean at some point.
This breaks save compatibility.
Tiles and console version build and appear to work
fine, but this kind of change is likely to have
some side-effects.
|
| |
|