| 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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The "You may choose your destination..." and "Expect minor deviation" messages
are lost due to the absence of the more prompt on wizard teleports, and arrive
after the teleport, which is more annoying than not at all.
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compiler
could call unnecessary functions. For paranoia, I left even any uses of std::string.
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Could be a lava snake, swamp worm, etc.
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Move the post-teleport update to its own function so that it can be
called from other functions. Provide a new function that accepts a
coord_def; try hard to move the player here, moving monsters if allowed,
but return false if we weren't able to.
Lua wrappers for you_teleport_to.
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Should be exactly the same as the previous incarnation, but considerably
more flexible.
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Also ignore beholders.
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Instantaneous, non-contaminating controlled teleport. Bypasses
FPROP_NO_CTELE_INTO as well as -TELE artefacts.
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If there aren't any floor item slots available, don't crash.
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If a teleport moves the player so little it's more like a blink, then
monsters which are tracking the player won't lose the scent.
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This should fix the problem of monsters tracking the player knowing
where the player teleports to.
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NO_CTELE_INTO causes grid-cells marked as such to reject controlled
teleport into them, with the message: "A strong magical force throws you
back!".
NO_TELE_INTO combines both of these flags (NO_RTELE_INTO and
NO_CTELE_INTO) to prevent both controlled and random teleports into a
specific cell.
Also document both of these.
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areas.cc is meant to collect all area effects like sanctuary,
silence, halo, pending future unification.
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This removes a couple of unnecessary includes from header files.
I may have missed adding some tiles includes.
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This also removes env.show updates when flashing.
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Add (and use) player methods for setting/increasing durations.
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Kiku corpse invocation now costs less piety and hunger.
Kiku accepts all forms of killing, now including demons.
Kiku wrath buffed severely; player can expect miasma, titan zombies,
and necromantic miscasts. Casting necromantic spells will also
incur miscast effects (but not cause the spell to fail).
Kiku '?/G' flavor text updated.
Signed-off-by: David Ploog <dploog@users.sourceforge.net>
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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
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Ranged weapon 3
Dodging 2
Spellcasting 2
Enchantments OR Translocations 3
EQUIPMENT
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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>
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Monsters now know who summoned them. This will be important later.
Probably breaks something; saves are not one of them.
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I'm pretty sure I've managed to replace every instance of a reference to
these files, so I hopefully haven't missed anything.
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A total of 53 have been converted; 39 left, of which some should
stay. Now at a net loss of lines of code for monster_iterator.
Occurrences of MAX_MONSTERS down to 65 from 116 in *.cc.
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Fix corpse names (and zombie names) for monsters which are named with
name_adjective, name_suffix or name_replace.
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Also add a few previously indirect includes.
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This was a weird mix of in_bounds and map_bounds (exclusive
top-left, inclusive top-right). Replaced with in_bounds.
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The only use was just removed.
Also move the draw check closer to where it's used.
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Also collect actor/player LOS code in actor-los.cc.
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The difference between no_trans and solid is whether granite statues are
considered opaque.
Granite statues are somewhat weird in that they behave completely differently
from other statues: You can't shoot missiles at or past them, no items can be
in their cell, etc.
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