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* Remove stuffNicholas Feinberg2014-07-291-0/+1
| | | | | | | .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!
* Remove fast/slow metabolism mutations from random generation (wheals)reaverb2014-07-291-0/+9
| | | | | Normally these mutations could be completely ignored when they randomly generated.
* Add end.ccNicholas Feinberg2014-07-281-1/+1
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* Remove base max MP adjustment.Neil Moore2014-07-261-2/+5
| | | | | Only the 2 MP tutorial bonus used it; combine that with the max MP decrease from self-restoration and device recharging.
* Further rename you.mp_max_*.Neil Moore2014-07-261-4/+4
| | | | Because mp_max_temp is in fact permanent.
* Rename player::[hm]p_max_{perm,temp} (reaverb)Neil Moore2014-07-261-9/+9
| | | | | To reflect that they are adjustments, not actual mhp values. Also change one reference to use player_rotted instead.
* Separate 'permanent' and 'temporary' monster hit diceNicholas Feinberg2014-07-131-4/+4
| | | | As part of a wider scheme to make draining temporary.
* Convert escape hatches in old labyrinths.Neil Moore2014-07-051-0/+10
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* Reformat.Neil Moore2014-07-051-4/+1
| | | | | Mostly by joining short lines in places where that would let us remove braces.
* Prevent DEAD_MONSTER messages for offlevel companionsNeil Moore2014-07-051-0/+1
| | | | Thanks to tux[qyou] for alerting us the the error.
* Don't disappear companions from Pan on load (크롤러, PleasingFungus)Neil Moore2014-07-041-5/+6
| | | | | | | | | | | This arose because of the combination of 0.12-a0-2710-g8500c20 with the unmarshalling check originally added in 0.12-a0-2489-g1bd74f5. We were checking whether the companion was on-level, but in the case of Pan that checked the mid cache (since all Pan levels have the same level_id). I am not sure why the check is necessary at all: surely if the monster is actually on another level, it shouldn't be alive in this level's menv array?
* Refactor a conditional (PleasingFungus)Neil Moore2014-07-041-25/+25
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* Combine key names, symbolise.Shmuale Mark2014-07-041-0/+5
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* Symbolise.Shmuale Mark2014-07-041-2/+2
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* Remove the dragon slaying brandreaverb2014-06-181-1/+2
| | | | | | | | Generally it doesn't create interesting decisions because dragons are such a small group and are mostly a subset of monsters slowed by the freezing brand. In addition, it has rather arbitrary effects against players, hitting some for an degenerate amount of damage while ignoring others.
* Plus2: Upgrade old weaponsChris Oelmueller2014-06-141-0/+15
| | | | | | | | | | Their new (single) enchantment is the old to-dam if negative, else the max of its to-hit and to-dam enchantments. Blowguns already only used to-hit while setting to-dam to 0, so their levels are unchanged. In the interest of a simple and consistent upgrade path, this was chosen over weighted averages of the enchantments and whatnot. For very specific cases, the change will buff existing items quite a bit; this is a bonus for players.
* Plus2: Combine all three enchant weapon scrollsChris Oelmueller2014-06-141-0/+10
| | | | | | | | | | | | | | | New item is just called "scroll of enchant weapon". It increases both accuracy and damage by 1. Enchant weapon III scrolls have been converted to stacks of 2 enchant weapon scrolls where placed in vaults, and if already generated will act like a common "scroll of enchant weapon" as well for sake of simplicity. Scroll weights have been adjusted a bit; this almost certainly needs to be revisited. [Committer's note: merged a few commits into this, where it seemed sensible. Also reworked the scroll weights, but yeah, that needs another pass.]
* Fix a crash caused by slaying changesNicholas Feinberg2014-06-141-1/+1
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* Combine plus/plus2 for rings of slaying, and Acc+/Dam+ on artefactsChris Oelmueller2014-06-131-0/+26
| | | | | | | | | | Phase out ARTP_ACCURACY, rename ARTP_DAMAGE to ARTP_SLAYING which now combines both Acc+ and Dam+ bonuses. Bracers of archery are +4 now instead of +5,+3. [Committer's note: fixed a description and cleaned up various other small issues.]
* Fix up frost/flame-brand randarts as well.Neil Moore2014-06-131-4/+15
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* Allow temporary branding to go over a permanent brand.Shmuale Mark2014-06-121-0/+2
| | | | | | | Toting around an unbranded weapon just to be able to swap to it is no fun, and not even that much more of a difficulty; maybe it just means getting pain out takes 0.7 more turns or so. You still can't overwrite artefacts, of course.
* Don't crash when restoring a non-flaming player.Neil Moore2014-06-111-2/+4
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* Rename a couple props to not use 'napalm'reaverb2014-06-111-0/+7
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* Merge branch 'mon-pickup'Shmuale Mark2014-06-111-3/+4
|\ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | The problem with monster pickup of the type that this branch removes is that it encourages tedious behaviour to achieve the optimum result. While in general people don't bother to pick up every weapon and armour and stuff it upstairs, that would be a way to prevent monsters from ever picking up items you've seen. With Apportation, you don't even have to reach the item, and on a mummy, say, you don't even have to worry about the infintesimal food cost. People do already do this for chaos and distortion weapons, and it is not a very good thing. Not allowing allies to pick up items is related, in that it means that the code can be simpler, but it also has problems of micromanagement, weirdnesses with the ctrl-T command, and allies already have their share of problems. I hope that the compensations for Beogh and mercenaries make up for what is lost in terms of fun. Conflicts: crawl-ref/source/tag-version.h
| * Remove the now-superfluous friendly_pickup command suite.Shmuale Mark2014-05-281-3/+4
| | | | | | | | Including the default_friendly_pickup option.
* | Combine the frost/flame and freezing/flaming brands.Shmuale Mark2014-06-101-0/+7
| | | | | | | | | | | | | | Elec and venom launchers already use the same brands, and with ranged code more similar to melee code this change actually simplifies most code. There should be no gameplay change though some weird brand picking code for launchers was refactored, which might have some effect.
* | Don't use nuke to describe the abyss destorying all terrain.reaverb2014-06-051-2/+2
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* | Revert "Replace some you.mutaiton[] calls with player_mutation_level()"reaverb2014-06-031-2/+2
| | | | | | | | | | | | | | | | | | This reverts commit 51bfb8de72b7fe848c31fa6ce10e2c94b959eb64. It turns out player_mutation_level() is not just a wrapper for you.mutation, so this could cause some odd bugs like being transformed influencing acquirement or not properly updating saves, it's probably best to just reapply places where we know the usage is correct.
* | Replace some you.mutaiton[] calls with player_mutation_level()reaverb2014-06-031-2/+2
| | | | | | | | | | It's still inconsistant, but at least some more non setting uses are now using player_mutation_level().
* | Remove Elephant Slugs (actually turn them to dummy monsters)reaverb2014-06-021-0/+3
| | | | | | | | | | | | | | | | | | | | Basically this has all the effects of a removal, but the elephant slug "stat block" remains as a dummy so Gastronok has a base type. The slugs even get swapped out on load for ghosts. One thing I've considered is turning Elephant Slugs into some other monsters, such as worms. "Slug" conveys the fact it is slow better than "Worm".
* | Rework demonspawn mutation tiers involving conservationgammafunk2014-05-281-0/+26
|/ | | | | | | Since scroll/potion conservation is no longer relevant, I've split the flame/freezing cloud immunities that were part of icemail/fire blood into their own mutations. We now give these as the second mutation in both the tier-2 and tier-3 fire/ice mutation sets.
* Remove player burden and carrying capacitygammafunk2014-05-261-3/+4
| | | | | | | | | | | Item inventory weights (based on item mass) generally don't lead to meaningful decisions that justify the inventory juggling and interface problems that come from having burden states. The 52-slot limit is a better system for limiting inventory and providing inventory-related decisions because it's not so fine-grained and doesn't require the player to examine weights for each slot. Work is ongoing to improve the slot system by consolidating food types and handling strategic consumables in a different way.
* Restore a new reference to FOOD_FRUIT.Neil Moore2014-05-261-0/+1
| | | | | | | 0.15-a0-1049-g0c5ebfc accidentally reverted one of the changes 0.15-a0-1048-g48b52eb. This reverts commit 0c5ebfc60d932d583ef0939c798f642ba3ca340c.
* Remove an old reference to OBJ_PEAR (reaverb).Shmuale Mark2014-05-261-1/+0
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* Correctly carry over old fruit autopickup.Neil Moore2014-05-261-1/+11
| | | | | Use a new tag because there may be incorrectly transferred saves that forgot their old fruit pickup setting.
* Remove old food types from saves.Shmuale Mark2014-05-261-0/+27
| | | | Should prevent spamming "buggy item" on startup.
* Don't die when encountering 0-byte ghost filesNicholas Feinberg2014-05-251-10/+10
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* Give Foul Stench DS Rot Immunity instead of Saprovore.reaverb2014-05-251-0/+11
| | | | | They already received it at Foul Stench 1, but Saprovore is a minor enough effect just moving rot immunity earlier is fine compensation.
* Turn Gr and VS rot immunity into an innate mutationreaverb2014-05-241-6/+16
| | | | | | It was treated as one for all practical purposes - showing up on the "A" screen, being an immutable part of the species, etc, but was not actually a mutation for some reason.
* Make no device heal a normal 3-level mutation.Shmuale Mark2014-05-231-5/+6
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* Rename honeycombs royal jellies (PleasingFungus).Shmuale Mark2014-05-211-3/+3
| | | | | | | | | The name works just as well with bee themes, but also fits with the occasional jelly theme that vaults have. I also feel that it's a bit more iconic. Thankfully the bikeshed doesn't even have to change colour -- they were always both yellow.
* Remove Ambrosiareaverb2014-05-211-1/+4
| | | | | | | | Not removing DUR_AMBROSIA yet because ideas on ##crawl-dev such as giving the effect to !magic have been proposed. Once again, somebody might want to review my vault edits. I mostly replaced ambrosia with honeycombs.
* Remove royal jelliesreaverb2014-05-211-3/+13
| | | | | | Somebody else might want to review my vault changes - I mostly replaced them with honeycombs, which might be a problem, for example, in the Jiyva vaults.
* Remove Ce and Ha special dietsreaverb2014-05-211-0/+20
| | | | | | | | | | | | | Both of these diets would need to be specially handled by the upcoming chunk eating removal/food simplification. Ce diet was far more effective at annoying players than balancing the species, but if necessary than Ce could easily take a nerf. A simple solution would be to change their Bows apt to +2 Ha diet was mostly a convenience for all it affected the game. (See: fdf79a466cf6 removing it from Gr) Hopefully all species will be more convenient than current Halflings by 0.15's release.
* Replace War Chants with Battle in old saves.Neil Moore2014-05-191-0/+4
| | | | Avoids a warning about a book with no spells.
* Use you.innate_mutation rather than you.innate_mutationsreaverb2014-05-141-26/+26
| | | | Ditto for you.temp_mutation.
* Melt away lava orcs.Steve Melenchuk2014-05-141-2/+2
| | | | | | | | | | | | | | | | When you strip away the fundamentally broken tension mechanic, you're left with a species that is essentially "Hill Orcs WITH FIRE". No effort has come forward with code to fix either aspect of them despite the length of time they've been around in trunk, and the code is littered with a very large number of special cases in their presence. Current lava orcs should be able to finish their games fine, but new starts are disallowed. There are a couple of bits I've left present but which will have no function for the moment, mostly related to interactions with lava (as there are a couple of species proposals floating around that benefit from having those interactions).
* Formatting fixes (add braces).Neil Moore2014-05-121-0/+6
| | | | This fixes all the instances caught by unbrace.
* Don't remove Saprovore from stinky demonspawn just yet.Neil Moore2014-05-121-1/+2
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* Remove Saprovorous from Ko, LO, HO, and Ogreaverb2014-05-121-0/+14
| | | | | | It didn't really do anything interesting, outside of Gh and Tr conducts. Also removes Fast metabolism from Ogres as compensation.