| Commit message (Collapse) | Author | Age | Files | Lines |
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Including ugly things, which were exploding with (per-cell) random
colours because their monster class uses BLACK.
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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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It usually was, and the game communicated very poorly when it
wasn't (that is, there wasn't any indication at all).
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As part of a wider scheme to make draining temporary.
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Hellfire was changed from red to lightred to distinguish it from normal
fire in 3c4ea9ef4, but hellfire burst was unchanged and still red.
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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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A good deal of functions move to the two new files, mon-poly and
mon-message. Of the others, some go to where they are used, some to
mon-util, and a few are made member methods of monster.
This probably breaks Xcode compilation, and I'm not able to test
the changes I made to MSVC that will (hopefully) keep it working.
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If you leave the sanctuary but a monster remains inside it somehow, it can
still break the sanctuary that way.
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and also change a temporary variable name to avoid overshadowing
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This fixes all the instances caught by unbrace.
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Don't worry; the whole point of this set of commits is to fix the problems
with them and their companion statues.
This partially reverts commit b4c3b502143418fb4fdb3faaa29a2ef6e9eabce5.
This reverts commit e1156a91a6a0b1bb26c7e7ee63710c3eefbd2739.
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They have all the usual problems of summoners, stationary monsters,
and special-cased interactions (with disintegration). Almost every
single vault that had them was "OCS / silver statue / ice statue"
or something like that, so fairly few actual changes had to be made.
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Ideally the other goto here would also be removed, but that bit of
logical structure is more tangled.
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Instead of shattering potions, player-cast refrigeration prevents
potion use for 7-15 turns, with duration of repeated casts capped to
15 turns. Monster refrigeration is unaffected.
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Touches a lot of files since their #includes have to be edited.
(Pushing now since it shouldn't break anything and keeping it updated
is nasty.)
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So that they can be cast without being in LOS of the player under
appropriate circumstances; thus a check for being in LOS of the player
for these and a few other spells are gone.
The major candidate here is Symbol of Torment, which can now be used
against your allies even if you're torment-immune or you're not in LOS;
spells which previously didn't have a tracer of some sort that do now
are Chain Lightning and Chain of Chaos (for whatever good it does), and
spells that can now be cast anywhere are Ozocubu's Refrigeration,
Tornado, and Shatter.
Related is a fix for getting a more if Chain Lightning is cast anywhere
by anyone regardless of if you saw it or not (now you only get the more
if you saw the lightning arc at all).
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Trees are in some ways yet another type of transparent wall, and, as
MarvinPA has said, "in general having areas full of trees where you
can see lots of enemies but not target them just plays badly."
There were two differences between trees and mangroves, besides LOS:
the latter didn't start forest fires and left shallow water when
destroyed. That behaviour is kept, instead checking whether
the tree (technically, the player) is in Swamp.
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Remove code references to removed monsters, except where needed for
save compatibility, as well as quotes/descriptions references, and
move the related tiles to UNUSED. RIP gnomes.
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Both destruction and fiery destruction felt rather underwhelming in
practice, particularly compared to the traditionally good rods. This
lowers the level of random bolt from 5 to 4 (letting you get more
than 3 shots from a full-capacity rod) and raises the damage on both
(moreso for fiery than non-fiery destruction).
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Tracer attack prompts were being printed for the actual beam the rod
produced, rather than the range of beams the rod COULD produce. For
example, if you tried to fire it at a friendly iron golem, you would
get a warning prompt only for quicksilver bolt (which would then let
you abort without spending time or mp, allowing you to reroll a new
beam type from the rod). This was similarly true with bouncing beams
prompting for self-harm in confined spaces and letting you cancel to
make sure you got something else.
Now the tracer should consider the beam both irresistable and
bouncing (since it can be either), independant of whether the type
you actually roll ends up being so (and thus no more free beam
rerolls).
The method to do this feels slightly involved, but I'm not sure a
simpler way, given that no existing damage type both bounces and is
irresistable. (It will also still technically prompt you for harming
rF+++ rC+++ rElec+++ allies you could hit only if the bolt bounced,
which is a situation that can never occur, but this seems a far less
important problem than the one being fixed here - and rather hard to
resolve).
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For a couple of reasons, monsters would fail to fire them at other
monsters (only players).
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Make monster OTR last longer, but prevent monsters from refreshing it
while active (which should make them a bit more effective, and also
flash the screen much less). Increase the amount of poison damage
inflicted by it upon players.
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100 wasn't actually good enough for some changes that need to be made.
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This is aimed at reducing some rounding errors for non-10 aut
actions, and probably makes the scale clearer to read in any case.
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So that it still does 50% damage at maximum range.
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That is, at or within range 3 it's equivalent to their old Ice Storm
damage.
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Player ghosts can now have dazzling spray, which sets confusion based
on an XL check that's the same as used when blinding monsters.
This commit is mostly based on Grunt's commit 0d12a004 in the
glaciate-testing branch and cleaned up some for trunk, with some
aspects reorganized.
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As agreed upon on IRC.
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The power was a lot lower than intended, and the player always benefited
from reduced damage no matter who was casting it - now the caster gets
the benefit of the reduced damage.
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With wider playtesting, damage at range has been suggested to be
underwhelming; this should help address that.
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So, if you're running a bot or you're generally annoyed by
ranged/magical animations, you can set this to an appropriately low
value.
This also condenses a lot of code duplication related to arena_delay; a
new function called scaled_delay is used for functions that should be
impacted by this.
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You now get terse "blasted by themself (static electricity)" and verbose
"Killed by their own static electricity".
This also adjusts the self-LRD death source to "you" to employ this new
handling.
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Level 9 Conjuration/Ice; generates a cone-shaped great blast of ice
around a specified target. The minimum range of the cone is 3, and the
maximum is LOS at maximum spellpower; damage within a minimum-range cone
is equivalent to Ice Storm, and falls off with the square of the distance
for larger cones.
Leaves freezing clouds over the affected area, like Ice Storm; they
dissipate really quickly over large areas, though.
Targets hit with Glaciate are flash-frozen; they are subject to slow
movement for three turns.
Targets killed with Glaciate have a 3/5 chance of becoming a block of
ice (similar to a pillar of salt).
Also contains a monster-castable version of the spell.
Replaces Ice Storm; most of Ice Storm's code disappears (ZAP_ICE_STORM is
TAG_MAJOR_VERSION == 34'd out). Go fight Lom Lobon to see the monster
version.
Large chunks of this either originate from a patch from Keanan Smith
(Siegurt), seen at https://crawl.develz.org/mantis/view.php?id=7760, or
from the following discussion on Tavern:
https://crawl.develz.org/tavern/viewtopic.php?f=8&t=9854
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As with all other beams.
Perhaps a function to do this should exist somewhere? (If I can figure
out *where*, that's easy enough.)
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They're nice decoration, sure, but their main effect is one
of two things - poison or drain strength. Both of those are rather
annoying effects without much real effect.
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