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* Continuation of the range combat overhaul: branding spells.Jude Brown2010-01-011-105/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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.
* Merge branch 'master' into ioodAdam Borowski2009-12-301-1/+27
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| * Merge branch 'shoals++'Darshan Shaligram2009-12-291-0/+26
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| | * Boost Ilsuiw stats and give her Call Tide, which strongly boosts the tide in ↵Darshan Shaligram2009-12-291-0/+12
| | | | | | | | | | | | Shoals, pegs it towards high tide, and includes a local high tide maximum centered on Ilsuiw, which can be double the height of the normal high tide.
| | * Merfolk (water/ice) elementalists join the Shoals guard.Darshan Shaligram2009-12-291-0/+14
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| * | Fulsome Distillation tweaks (dshaligram)Stefan O'Rear2009-12-281-1/+1
| |/ | | | | | | | | Fulsome no longer uses power; the chance for self-affliction is removed. The typo which caused contaminated corpses to make poison is gone.
| * Fix insane non-monotonic fulsome behavior, per EronarnStefan O'Rear2009-12-271-1/+1
| | | | | | | | | | | | | | The following two coder's discretion choices were made: 1. "Lots of chunks" is 5+, as for a draconian 2. "Self affliction at low power" means less than 1dN-1 where N depends on the potion.
* | Set the visible name to just "Orb of Destruction", "IOOD" is too long.Adam Borowski2009-12-271-1/+1
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* | Merge branch 'master' into ioodAdam Borowski2009-12-271-63/+115
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| * New (rakshasa) unique: Mara, Lord of Ilusions.Jude Brown2009-12-241-63/+115
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This re-uses several ideas from the Emerald Eye FR, and implements the spell "Mislead": this grants the "Misled" status effect to the player, and causes on-level monsters to appear (glyph, name and tile) to be other monsters. Only their appearance is changed. Healing potions and rain remove this status effect. Mara also has a beefed-up version of the Rakshasa clone spell: it instead creates an "exact" clone (slightly altered spells list, and non-unique status for his clones). Only two will ever be created at once. Finally, he has the spell "Summon Player Ghost". This spell creates a ghost of the player (though marked as a summon, meaning that it (shouldn't) register a milestone, though it will be treated as a self-ghost kill) that is hostile. Only one of these should be existant at any one point in time. I'm pretty sure that I haven't broken anything, but would definitely appreciate someone sanity-checking this commit. Known minor issue: Kirke's summon ugly things being cast while having the Misled status causes them to show up with no glyph.
* | Disallow targetting self.Adam Borowski2009-12-201-1/+1
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* | Iskenderun's Orb of DestructionAdam Borowski2009-12-201-0/+13
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* Make passwall use standard targetting system.Robert Vollmert2009-12-011-3/+3
| | | | This means it's properly abortable now.
* Make passwall silent.Robert Vollmert2009-11-301-1/+1
| | | | | Previously, it had a noise level of 3, making it all but useless for stabbing when going through walls of width one.
* Add new targetting flag SPFLAG_TARG_OBJ for object targetting.Robert Vollmert2009-11-241-2/+2
| | | | | Also make apportation use this. Apportation now doesn't target out-of-sight objects anymore.
* After some thought, remove Porkalator from the list of chaotic spells.David Lawrence Ramsey2009-11-191-1/+1
| | | | | It's not an uncontrolled transformation; Kirke is the only monster who casts it; and her casting Summon Ugly Thing makes her chaotic anyway.
* Split chaotic things into unclean and chaotic things.David Lawrence Ramsey2009-11-191-5/+5
| | | | | | | | | | Chaotic things are now shapeshifters, mutators, etc., while unclean things are diseasing things, rotting things, etc. Zin still hates both. As good gods treat both unholy and evil monsters as evil, he'll treat both unclean and chaotic monsters as chaotic. Note that silver will only do extra damage to chaotics, as before.
* Make Summon Drakes necromantic, since it can summon a draining monster.David Lawrence Ramsey2009-11-191-2/+2
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* Fix comments.David Lawrence Ramsey2009-11-181-1/+1
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* Mark Summon Swarm as chaotic, since it can summon chaotic monsters.David Lawrence Ramsey2009-11-181-1/+1
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* After some more thought, make Fulsome Distillation non-chaotic again.David Lawrence Ramsey2009-11-151-1/+1
| | | | | | Even though it can be used to create chaotic potions, it can't directly cause chaotic effects, as e.g. summoning chaotic monsters or creating miasma clouds can.
* Revert "Mark the Banishment spell as chaotic, since the Abyss is chaotic."David Lawrence Ramsey2009-11-151-1/+1
| | | | | | | | This reverts commit 46cf860a1acc4449a51142cb0aa1c15261a53c4d. (After some thought, the act of banishment is not necessarily chaotic, as, presumably, Zin was part of the divine coalition that had Lugonu banished.)
* Mark the Banishment spell as chaotic, since the Abyss is chaotic.David Lawrence Ramsey2009-11-151-1/+1
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* Restore Warper class, Arcane Marksman tweaks.johnny shelley2009-11-151-1/+1
| | | | | | | | Adds warper back and moves arcane marksman close to hunter in selection screen. Changes spell level of exploding ammo to 5. Fixes abbreviation of Am. Removes scroll of blink from AM starting equipment. Signed-off-by: Jude Brown <bookofjude@users.sourceforge.net>
* Merge Johnny Shelley's arcane marksman patchStefan O'Rear2009-11-151-5/+57
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| * Remove the Divinations school.Adam Borowski2009-11-151-4/+4
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| * Implement spell "blink close".Robert Vollmert2009-11-141-0/+13
| | | | | | | | This allows a monster to blink close to its target.
| * Rename 'blink * closer' to 'blink * close'.Robert Vollmert2009-11-141-1/+1
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| * Add "blink away" and "blink range" to spl-data.h.Robert Vollmert2009-11-141-1/+27
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| * Implement "blink other closer" as a monster spell.Robert Vollmert2009-11-141-0/+13
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* | Warper Overhaul - Renamed to Arcane Marksmanjohnny shelley2009-11-141-0/+91
|/ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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>
* New monster spell: Sleep. Give sleep to Aizul.Jude Brown2009-11-131-0/+13
| | | | | | Unlike Ensorcelled Hibernation, Sleep checks MR only, rather than MR and cold resistance. It also does not check monsters having SLEEP_WEARY. It will not act on something that is already sleep.
* Rename SPELL_BACKLIGHT -> SPELL_CORONA, and relevant ZAP/BEAM/DUR.Jude Brown2009-11-121-1/+1
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* Rename SPELL_MASS_SLEEP -> SPELL_ENGLACIATION.Jude Brown2009-11-121-1/+1
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* Rename SPELL_SLEEP -> SPELL_HIBERNATE, and relevant ZAP/BEAM.Jude Brown2009-11-121-1/+1
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* Fix inconsistencies with regard to chaotic spells.David Lawrence Ramsey2009-11-101-1/+1
| | | | | Trigger the chaotic conduct for players that cast miasma, and mark Fulsome Distillation as chaotic, since it can create chaotic potions.
* Tweak spell flags a bit.David Lawrence Ramsey2009-11-101-2/+2
| | | | | | | | Brain Feed is necromantic but not unholy. Eating someone's brain is fitting as necromancy, but making it unholy as well is redundant. Fake Rakshasa Summon is unholy but not necromantic. Rakshasas are demonic, and all other demonic summoning spells are merely unholy.
* Add spell flag SPFLAG_HASTY, and mark hasty spells with it.David Lawrence Ramsey2009-11-091-5/+5
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* Add spell flag SPFLAG_CHAOTIC, and mark all chaotic spells with it.David Lawrence Ramsey2009-11-091-7/+7
| | | | | The list of chaotic spells is now generalized instead of being hardcoded in is_chaotic_spell(). This is modeled somewhat after SPFLAG_UNHOLY.
* Mark Summon Drakes as unholy, since it can summon (evil) shadow dragons.David Lawrence Ramsey2009-11-091-1/+1
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* Add an is_holy() function to the actor interface.David Lawrence Ramsey2009-11-091-2/+2
| | | | | | | | | | | | This is consistent with similar functions in that it checks not only for MH_HOLY holiness, but whether the monster is a priest of a good god (currently, there are none) and whether it uses holy spells (currently, there are none after the changes described below). Minor and Major Healing are now enchantments rather than holy spells. The beam code treats them as such; wands of healing aren't holy items the way e.g. wands of draining are evil items; and unholy monsters (among others, Lom Lobon!) can cast these spells.
* Miasma is no longer tied to negative energy; don't mark it necromantic.David Lawrence Ramsey2009-11-081-1/+1
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* Remove SPFLAG_DEVEL and the only spell that had it set, Disrupt.Vsevolod Kozlov2009-11-081-13/+0
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* Simplify and nerf Summon Small MammalsStefan O'Rear2009-11-061-1/+1
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* Properly mark Tukima as a 150 max power spellStefan O'Rear2009-11-061-1/+1
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* Full set of (monster) summon elemental spells (Mu).Jude Brown2009-11-061-0/+39
| | | | | It's somewhat hackish; the monster summon system could do with a bit of an overhaul, but that should wait until after the summoning nerf.
* spl-data.h: Move all monster-only spells to endMatthew Cline2009-11-051-53/+53
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* Add haste other as a monster spellCharles Otto2009-11-061-0/+13
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* New monster spell: Summon Eyeballs.Jude Brown2009-11-051-0/+13
| | | | | | | | | | Summons from a (weighted) selection of: giant eyeballs, eyes of draining, golden eyes, shining eyes, great orbs of eyes, and eyes of devastation. Does not summon giant orange brains, as those aren't really eyeballs. Currently programmed only as a monster spell, and the only monsters who can get it are Pan Lords.
* Moved historical notes in spl-data.h to their own file.Jude Brown2009-11-031-119/+4
| | | | As noted in the spl-data.h header, a lot of the comments are obsolete. They are still interesting to read and should be kept regardless, so I've moved them to a new folder in docs/: "historical". Other comments could also be moved here in future.