| Commit message (Collapse) | Author | Age | Files | Lines |
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These were of questionable use and freshness.
Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
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effect messages, and spell miscast messages.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10618 c06c8d41-db1a-0410-9941-cceddc491573
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turns in the cloud could kill the player.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10344 c06c8d41-db1a-0410-9941-cceddc491573
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Get rid of members mon_target and mon_source from MiscastEffect class, replace
with methods target_as_monster() and source_as_monster().
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8674 c06c8d41-db1a-0410-9941-cceddc491573
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Move randart spellbook tiles into subfolder /artefact, like for other
artefacts.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8415 c06c8d41-db1a-0410-9941-cceddc491573
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and leave him/her with at least N hp (it can still indirectly kill the player
by causing the death of a mummy, giant spore or ball lightning). Doesn't cover
the case of a level 3 transmigration miscast deleting the robust mutation or
giving the frail mutation before causing hp damage.
The Xom bad effects code now requests (unless Xom is being nasty) that spell
miscasts not directly kill the player, rather than avoiding miscasts
alltogether if the player has low HP (which didn't cover things like miscasts
leading to death via XP drain or stat loss, in addition to it avoiding spell
miscasts much too often).
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7894 c06c8d41-db1a-0410-9941-cceddc491573
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the various chaos effects, to make chaos brand less powerful.
Added berserk and miscast effects for chaos effects, plus chaos weapons will
occasionally give a message-only miscast effect if it would otherwise have done
nothing.
Added several effects that have a chance of happening to an attacker every time
it uses a chaos brand/AF_CHAOS: dropping through temporary a shaft, having the
stairs move out from under them, the weapon making a loud noise.
Monsters killed by a chaos weapon/AF_CHAOS have a chance of immediately turning
into a zombie (assuming the monster didn't leave a corpse; chaos effects don't
(yet) use up corpses).
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7804 c06c8d41-db1a-0410-9941-cceddc491573
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into a file crawlhistory.txt in docs/obsolete.
I used a perl script to do this under the assumption that all these
change logs used the same system following the keyword "Change History".
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6930 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6812 c06c8d41-db1a-0410-9941-cceddc491573
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by the MiscastEffect class, which has helper methods to make most of
the non-helper code agnostic with respect to whether the miscaster is
the player or a monster. Mummy death curses now affect monsters, and
Zot traps now directly affect friendly and good-neutral monsters.
In wizard mode you can force the player or a monster to miscast by
targeting it and pressing 'M'.
Todo/issues/notes:
* Clouds now have a killer_type in addition to a kill_category.
* There aren't any divination monster miscast effects yet.
* Many of the harmless message-only miscast effects are missing
monster messages.
* If a monster actually miscasts a spell (not getting a mummy
death curse or setting off a Zot trap) and this kills both the
monster and the player then the wrong monster will be listed in
hiscore entry. Since monsters can't do true spell miscasts yet, this
can wait.
* There was old, non-functioning code making Zot traps heal, haste or
turn invisible hostile monsters that triggered it. I fixed it and
then commented it out.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6723 c06c8d41-db1a-0410-9941-cceddc491573
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